it happen, i tryed again and it happen. I can confirm that i control the turtle that has disapear after mutation. I check the console, not sure it will help nor it will be send
Nanbanya
Creator of
Recent community posts
We all want to try 3D, especially me since i’m learning blender recently. I learn quite a lot and the hardest part was rigging the turtle (shading/render it too, but i went for plain color on surface mesh in the end, it was the cleaner i got). I also got some funny issue when i export the animation they didn’t look the same in godot, it was really fun to see the unexpect mess. I definitly had a blast making and learning 3D.
Yeah some turtle are fast, we didn’t get to adjust everythings since there was quite a lot of value to tweek. About the art it’s probably because i’m learning and experimenting. I went with simple plain color on mesh surface since i don’t know yet how to make good shading, UV, … yet. Can be because everything is plain color without gradient. Or just the color i choose that isn’t really flashy nor dark. Well i can’t say for sure. Thanks a lot for the feedback.
Haha yeah i was kinda stuck with visual design. At one point i went f***k it i’ll go all turtle! Almost all things is turtle, even the aim pointer should be a turtle shell.
The lag is a huge problem especially with 3D and web. It’s very easy to make it unplayable. I’m still happy that the game is mostly fine after the heavy lag appear at the start. At the beggining i though our game wouldn’t run on web.
I may be able to guess why you die instantly. The boss actually spawn around the center of the map and in the sky. But he can directly attack when he spawn so he may have directly jump on you before you even relized.
Thanks for the feedback! I kinda stuck in how to design art things and i went F**k it, i’ll go all turtle.
Yeah about the lag they are quite heavy especially in the beginnign. We did do some optimisation but it wasn’t enough for the web. Making a 3D web is quite hard to make it with no lag, i’m still happy about the performance because at the begining it was even worse than that.
About the aim going downward i thinks it’s a hardware issue on your end. We never got this so you should check.
The game currently has no end. The goal is to go the farther you can. I try making it so turtle got weirder as you go (mostly the neck didn’t get to add every parametter like the customization option). Making the boss predict your trajectory is easier than it seem. We just add the player velocity to the target position, it was too easy to dodge without it you could just stay far away safely.
Cool concept. Miss a bit of inpact when player place a tree. You could also have added a outline for the score so it’s more visible, even change the overall color because it’s almost white on white XD. Having at least a retry button in the end would have been better. Kinda sad that nothing happen and couldn’t even restart a new game without reloading the page.
Simple but addictive gameplay. Great work !
Nice concept. It’s good you got arrow controls, not everyone though of this but it would have be better to have also for the transformation. Well i usually use custom binding but i think having transformaiton in key like Z, X, C could also help for those playing with arrow key.
The level are interesting and the momentum with the duck leave a lot of level design opportunity. Lot of potential in this
I manage to assign work without issue and get all mutation i believe. There many point i noted that may help if you plan an update.
- First, like the other says, the game UI is cutoff on the right and may even be totally offscreen depending of the zoom.
- The asignement is on the right side but it’s also were we move our camera between room making changing room uppon asigning job.
- We don’t actually know what all job do from the get go. Mining for exemple i couldn’t figure out. But the other are pretty straightforward so it wasn’t a big issue overall.
Congrats on your first godot game. Web export can be tricky at times, especially when the time is tight like you did with less than a minute before the end XD
I like the art. I kind of found the alien cute, and I was happy to see the new mutation look (i things i saw them all)
My dumbass happy to have find the glasses but confuse why i can’t proceed. All along it wasn’t the glasses we put on our head, but the one we drink in XD
The sound was good and overall vibe unsettling that fit the horror theme really well. It was really cool seeing the wall turning green and shrinking, i didn’t expect that. I got lost so many time in this house, while it doesn’t look that huge it’s was like a maze wich also change by blocking path when completing task. Great job!
Okay so i’m going to complain a bit here. I couldn’t finish the level. I don’t know if it’s my luck but i tried 3 times going through it, and 3 times at differents place mostly at the end of the level the game crash.
From the look of the crash the game make both the swap and color/mutation change because the two turtle are the same color and were at stage one wich is green everytime. So the game gave me control of a very soon to delete turtle and crash. As i see my turtle vanish being consume by the other one turning red…. such a fearsome sight
While i couldn’t finish it, i found the use of historical settings a rare sight. Having such huge circle floating help a lot for direction and mutation stage needed to pass. A bit too simple but still satisfying to pass through all the area. Great work
Overscoped is for every one, be it beginner or expert lot of people tend to overscope. We did overscope in our game too, but we are better off since we could implement what we need, better luck next time with time manaement, you still manage to submit something that work and is actually a good concept with the chemisty and RGB color.
A bit rough like having to move the test tube one by one since the inventory got only one slot, or a bit of lack of shader/animation. For exemple you could use tweens to move the visual tube around. It just would add a bit more to the feeling of being an alchemist moving tube around. But it’s mostly for game feel. Good job on your first release
Finally a game with arrow key in mind in the input map, thanks for adding left side keyboard full support.
The game was a bit hard for aiming with keyboard probably because it aim toward our direction wich is kinda more for controllers and joystick with how it work right now. Just my idea but If you clamp the aim to the 8 direction i believe it would have made the keyboard aim easier.
The game sometimes also got far less fun when we are force to camp for shape. Just some tedious back and forth.
But in end end it’s a really fun arcade concept. I loved the shape variety and effect and it really shine when you could strike combo accross the map. Awesome work
I like when we encounter other mutate enemy. The mecanics were good, a bit lack of feedback. For exemple the wrap ability seem to be some kind of debuff but that’s about it but also for regular atk, we need to try them first to know the damage. But it was really fun to test out mutation and the visual change was the cherry on the top
The begining is a bit slow, and impatient people like me spam the bell, making customer coming late because spaming bell look like it restart timer for customer to arrive. I also notice that if you got an order like Tomato-letuce-bread you can’t serv a letuce-tomato-bread. Those customer are a real pain XD Happen many time but i serve it anyways.
The event and choice are well written. The background art was really neat. The ui may need a bit work to make it prettier and more integrated to the game but it’s minor and my personnal taste.
I notice 2 bugs:
- you can walk on air in the mountain with the dash, going too far left make you leave the area (and you can’t walk back)
- I did multiple run just to check this one that killed me one the first run just before the destination: There a forest event where you can meet a fae petting a horse. By showing yourself it say you should heal 3 point, but you actually lose them…..
Indeed it’s totally the definition of overscope XD. I honestly didn’t aim for making the game for this jam and i reach my goal to make the bones for futur developpement. I still submit it to the jam just to showcase what i have done during the week but it’s still a long road ahead for what i really aim. I took this jam as the first step toward my goal.
I’m really happy to know you are interest to replay it when it’s more polished ^^
The after jam update will come next week, probably after wednesday and this update will focus on art and patch the xp scalling a bit, along some bug fix. Note that i won’t really touch other stats aside xp for now since xp is the real bottleneck right now, and just this should make the boss reachable (i’ll see when i will playtest).
Also, since i just start learning to make asset the art may not be that great yet but this will come over time by drawing a lot. (yeah i want to learn how to draw so i will draw all my asset on krita for this game)
Anyways thanks again
Yeah it’s also a nice way to hint we got close to the target.
What i meant by zooming out was for when we reach the goal after the “journey” we see all the orbit we create like a end cinematics kinda. So we are reward by seing all the orbit we took. (it’s just an idea and it’s kinda lot of work for a jam XD)
Interesting concept. Sadly the controls was awefull for me as a left hand guy WASD is just awefull for me. You should at least add arrow for accessibility. That aside the idea is cool, but need some adjustement on movement, it felt like you have too much acceleration and it need some coyote times with this kind of hard to master mecanics. The level design itself was fine, better than i would expect.
I was feeling smart when i found word i don’t even know or those that does above 20 damages XD the max i got was 30 damages. I really like how the fireball size scale with the damage. The art and ui was really nice. Not too hard wich is good for non native like me. I struggle hard at time to find word.
I somehow get a S rating on the first try and made it with only 7 circles. I just followed the particle by instinct and it seems like that was the goal XD. The concept is great and the control are smooth. It could have been great to see the path we took to the goal, like zooming out a lot to see every circle. But fun small game congrats
I was indeed talking about those encounter. Now that you said it t make sense, i did see the percentage but i guess i can just blame my luck because on some run i did, i got the other option almost everytime XD Not having animation wasn’t that big of a deal because the gameplay feel polished and didn’t really need more to bring charm to it. Even tho you description of animation are really tempting
Haha thanks for playing. Level 80 is still pretty far, almost enough for the last companion. Actually with the current balancing, i don’t expect any one to play further than level 50. I will rework balancing from scratch for next update (but i will mainly focus on UI and visual so there still will be a lot wrong with balancing)
I’m really hapy to hear that, with how i overscope, my aim for the jam wasn’t really the full game but more the foundation of it. If it look like it, it mean i really reach my goal ^^ I do like the current UI since my aim is mobile game, i tried not clutturing information too much. I will add visual to it to see if it make things better but for now i will keep the current layout. I plan to keep going to turn it into somethings better, i need to learn polishing game and finishing them.












