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GOTM.io Jam 3: Auntie Ant's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme: Did the game follow the theme? | #8 | 2.694 | 3.111 |
Gameplay: Did you enjoy playing the game? | #10 | 2.309 | 2.667 |
Overall | #11 | 2.059 | 2.378 |
Look: Did the game's visuals look good? Did they fit the game? | #11 | 2.406 | 2.778 |
Originality: Did the game stand out? | #12 | 1.732 | 2.000 |
Sound: Did the game have good music and sound effects? Did they fit the game? | #12 | 1.155 | 1.333 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Nice! I liked the art and the gameplay felt good. I didn't have a friend to play with so I could not get the full experience, but impressive feat to get online multiplayer into a jam game!
I like the concept of the world where you can use objects as a platform like the leaves.
Nice pixelart and controls. At least some sfx would help to generate better UX. How did you achieved the networking part? ENet is not supported over html, so you are using gotm.io or websockets, i would like to hear more about that.
Neither! It's a plugin I've made for Firebase, using the REST API.
So, the game it's firebase synced? js support is needed? I've used firebase realtime database in games but not for real time, just to save things or syncing initial gamestate with a clunky active polling.
I mean, technically JS is used for the fetch API but Godot handles all that. This is written entirely in GDScript utilizing my plugin. If you're curious to see it, check it out at: https://github.com/GodotNuts/GodotFirebase. No active polling - we handle streaming through a custom HTTPClient that I also implemented.
Impresive work! I will test that in depth in the near future. It fits perfectly for a project that I have in mind.