I'll be happy to test for you 😄
bearlikelion
Creator of
Recent community posts
Thanks for playing!
The loading times we didn't notice until after submission, during development our headsets / pcs where creating a lighting and shader cache. Going forward we could wait to play the "appear" animation until the level is fully loaded, and reduce the size of the light maps. Rotating with the stick is a great idea for a future update!
I love the concept for this game!
I was confused at first since the itch page says A/X are for mage hand when it ended up working on trigger instead in game. The art and audio are fantastic! But I did run into some issues with the moonstone not respawning if I left it on the sheers or dropped it in the water causing my game to soft lock. Also, while the spinning lilly pad effect is cool it made me very motion sick watching it spin while I was jumping.
Overall incredible atmosphere with a little jingle that's been stuck in my head.
Thanks again!
Goodbye!
I could not get the APK to install due to missing certificates.
I played on a Quest 3s on Linux using ALVR.
The game is an awesome premise but I found myself getting frustrated trying to control the fireballs. If I attempted to curve a fireball like a baseball throw it would spin and wrap around me instead of going forward.
I did get the hang of it and found the basic loop is fun, but once a fireball missed the torch it felt like there was no getting it back.
The "drop" of the player between scene transitions made me very motion sick and I had to take a break after playing this one.
Well done!
I played on a Quest 3s with two controllers.
The orb mechanics were tough to comprehend at first, until I realized they move in/out with my hand.
The art was fantastic but the backside of the world being a black void broke my immersion, as well as missing my left hand.
The rumble and audio was great, but I wished the bats had an audio queue when spawning.
The game felt a little slow / easy for the most part I was just placing my orb in front of a bat and letting them fly into it.
Great job!
I was really excited to play this one after seeing your progress on BSky, but without an Android or Linux export there's no way for me to play 😭. I tried Wine, Proton, and Proton-GE but either it crashes or can't detect my headset :(
I'll spend some time setting up a Windows PC to test again later this week.
Best of luck in the jam!
While this asset looks amazing, the demo scene is almost impossible to use.
Most of the world geometry is joined to the mesh "Tomato.016" and they are over 1800+ materials. Godot has a limit of 256 materials per mesh. Please use the same material for the same color instead of making a new one each time, and name them individually, every material being 'Material.#' makes it impossible for me to merge unless I do it manually.
I spent 5 hours working on this to get it in game for my gamejam project and gave up.
Hey! I'm interested in working with a 3D artists for my jam entry, you can see my progress from yesterday and contact me on discord @bearlikelion!
The Itch page's font was difficult to read due to the background color. Adorable dialogue and character selection. Appreciated just holding the mouse down to mine. Didn't notice the Contracts at first, just filled my house with paintings until I was at -1000 money. I was looking for a "big chest" item to build confused thinking "chest" was just normal/small.
I enjoyed my time with it, great job!
It felt difficult to figure out where the burrito would land, I ended up just sticking with 2 ingredient per burrito and shooting it at the monster. Adorable graphics and sound, I really enjoyed the idea of mega monsters being calmed down by burritos. When I would just spam click ingredients the burrito would be massive and automatically shoot off. I appreciate the pause on lose focus, but not sure what the win/lose condition is.
Cute itch.io page description. Sick boot splash, I really enjoyed the mouse movement bullet hell mechanic, it created a simple and addictive game play loop. I started to prioritize certain circles to fill the right side up just enough for the next multiplier. Were circle sizes random? One run felt like I only got small circles. Fun game! Great job!
Love lots of scale language on the itch page. Good tutorialization, I love the run timer and progress bar on the right. Checkpoints helped, I'm falling a lot. I appreciate that the walls push the fish towards the center of the platform. I didn't find myself switching sides much but instead just waiting for the platform to be in the right place. Reloaded to play in Assist mode. I would sometimes be on a platform at the wrong position and couldn't reach the scale. Flutter making the fish flap its "wings" is adorable. Made it about halfway up the progress bar. Great job!
Adorable art and so satisfying! Was a little confused on how the upgrade menu came up, but then I noticed it's based on health. Horizontal movement felt sluggish, just ended up going straight down the entire time. Getting multiple bounces bouncing off each other felt SO GOOD. I had a tough time choosing upgrades and ended up just buying damage -> health -> anything random I could afford. When the pacing matched a new biome to a new upgrade it felt great.
"Ending" was fun, well done!
Loved the voice audio. Super interesting concept and great tutorialization. I wish there was a "next level" button instead of going back to menu and selecting the next level to keep me in the flow. The weights collide with one another, very tricky. I got stuck on "Bork" couldn't move the weights fast enough correctly.
Unlock all levels is a nice touch
Music is dope. Art and animations are fantastic. Big fan of a leaderboard.
It was confusing to figure out how to go up/down at first and that the horizon reset the jump counter, an explanation up front could help. Felt like I got jumping down but kept just narrowly missing the lights, maybe increase the hitbox to cover the light area or maybe I just need to get good 😅.
Fantastic work!