Not your fault. The bug is due to the visual effect I implemented in the camera which is incompatible with inputs for the UI and at the same time inputs from the player. Idk how to solve it without tearing appart the camera effect. If you run the game and don't touch any button (not even scroll) until the countdown appear, after the messages, (which is when the game starts) you will not encounter the problem anymore.
iKhone
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LOL, It's pretty fun, I wasn't expecting that many type of cats. Maybe the theme is not there but the prerequisite for sure.
I see this in the mobile market for free with ads. You have a lot of space in the left part of the screen. I would recommend to get rid of the button shop and cats and implemented them directly. For the shop, you can add an icon "i" to display more info. And for the cats, maybe simplify and have a clean table. Plus, it would be cool when a cat lose a live, see it or either in the cat's chart or on screen (on screen maybe show the remaining lives).
Congrats for the game.
Pretty nice game. One odd thing is looks like you have to click to collect and asteroid but no, it's automated. Also, if to move we are using oxygen it's kind of missleading to not reduce more oxigen when we are using the propulsion or even when the oxygen is depleted we can keep using the propulsion system if we still have health.
Congrats for the result.
Thanks for the feedback. I am glad you enjoy it. I was trying to give the player a simple task in order to be able to contemplate the empire growth by it's own. Originally the player would take care of the military and economic branches of the empire, but it was faster to let it to a basic AI than making prompts and introducing to the player all the mechanics.
Like the old times playing in a Nokia phone. The game is solid. The only issue I see it's the art. I also struggle to get assets which are visually coherent among them. In your game the 3 elements: walls, snake and squirrel have different visual style and definition. Having an armonic art style is very challenging in a short game jam unless you invest time in doing all the art by yourself.
Anyway, congrats for the game. I really enjoyed it.
Thanks for the feedback. Yes, the camera moving to the start position was implemented yesterday for the last test built but it gave me some odd movement bug so I had to remove it.
I ran out of time to include some cool in-game prompts to help the player through. Hopefully, the pace of the game and the difficulty let the player to experiment by himself and try things.
Instead of fixing bugs I am documenting the dev process (I took some screenshoots and videos during development). Because one of the things that helped me a lot was to have a lot of pre-made tools or solutions, which expedited the development a lot.
It's very solid game. Not only the gameplay feels amazing, but also the animations, I want to highligh the death animation and transition to respawn, very very high quality. I was lucky to tested during development and I can feel all the details added.
To be a platform (genre I hate) it's my fav of this gamejam by far.
Congrats.
Really fun. Feedback:
- Coyote time is missing (https://kidscancode.org/godot_recipes/4.x/2d/coyote_time/index.html)
- Collider of the spikes are too big. In 2d platform colliders of enemies or traps should be smaller than the sprite of the element, and for the benefits such as checkpoints, ammo or powerups is the other way around.
- Tune a little bit more the control during the jump, it felt odd.
Congrats for the game. I tried to speedrun but I am not very good at it. For speedrun, implement a timer in game.