Thanks! Yea sometimes my games end up with bugs or are unintentionally too difficult so I usually add the ability to skip the levels. I always want to just add a level select menu, but it usually gets pushed back until its too late.
spookyhousegames
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Nice entry! I wasn't good enough to beat the fist level (you have to land on the planet with the flag right?). I found it hard to land on planets because you had to be perfectly vertical and the ship rotation controls were very touchy. I think it would be cool if the landing area on the earth and flag planets was just a bit more forgiving. Overall though moving the spaceship around felt good to me. Also the music, art and sfx were nice. I just got frustrated trying to land.
Nice entry! I remember your game from the last Godot Wild Jam haha! Your art and especially animations are so good it gives the game a lot of character. I got through the entire game, but I was not able to get the secret ending! I think a story cutscene in this game would have been nice, I was a little but confused on the story.
Nice job! Seems like a great proof of concept! I liked the implementation of the theme, and the blood effects a lot! One thing I think could improve the game is if the enemies telegraphed their attacks, like instead of just instantly attacking maybe have an animation for the enemies getting ready to attack that plays before actually attacking.
Thanks for playing. Levels can be skipped by pressing tab in case you (or anyone reading this) want to just try out each level. Yea I think the game maybe needs to be tweaked a bit. I was happy with the main pushing and jumping mechanics, but I think either the screen needs to be longer or the player needs to move slower so that there is a little more time to see the obstacles and react. Thanks for the feedback on the player color too!
Thanks for playing! Haha I am glad you liked the wheels!
For the parallax background I followed this tutorial https://kidscancode.org/blog/2017/04/godot_101_12/. I think it is for an older version of Godot or something though because it took me a little while to find where some of the properties mentioned in the tutorial were located. Basically in the "Repeating the Background" section it talks about editing the background texture flags to include repeat. For this you need to edit the import settings of the backround.png file in the Import tab in Godot. Then for the region you have to select the background sprite in the scene tree and edit its region property in the Inspector Tab. Hope this helps!
Fun game! I think for the controls if you made it like (arows and ZXC) or ( WASD and JKL) it might be more comfortable for more people. idk though I mostly play games with controllers so if I am being honest I don't really know what most common for Keyboards. Anyways nice entry all the abilities felt good to me and I liked the art!
Nice Job! Everything is really well done and polished for a game made in a single week! I liked the art music, and story. I kind of don't thing the death screen needs to have a quit to main menu button, or at least when the player presses it ask them to confirm they want to go back. I accidently clicked it one time instead of restart so I had to go all the way back to the beginning! It was still fun though so I didn't mind too much.
I liked it! I really liked the art and animations, especially when you bring food back to the chef haha. Also the Duck-Duck-Moose implementation was fun. Short game and the controls felt mostly good. I think adding friction so you don't stop immediately when you let go of the run button might feel nice, but it did not really make a big difference. The main thing I wish was in the game was an on screen indicator/counter that lets you know how many things you have eaten. Overall really good job!
Good Job! I really liked the color pallet shifts between levels. I appreciate the infinite life option, I was playing on a laptop so I definitely would have been unable to finish the game normally. The particle effects and glowing effects were nice too. If you don't mind me asking did you use Godot's 2D lighting for the glowing or is it a shader effect or something else? One small thing I wish was there was an option to skip dialogue, but then again the floating Godot head was great so idk.
Wow great entry! The only thing I did not love was the feeling of the player attack. Idk it just felt a little weak. It would be cool if it was a little more animated or somehow felt more impactful. It definitely got the job done though and considering the time restrictions and solid the amount of content in the game I don't think it was a major issue. Had fun the entire time I was playing. As others mentioned great level design having areas that are accessible early on, but mess you up if you go there. Makes it so fun to come back later when you are stronger.
Fun game with smooth controls! I thought it was a bit weird how I could just go off the screen forever with my player. It did not really effect the gameplay I actually kind of liked to go outside the map really far and see how long it took my bullet to appear on the screen haha. This might cause bugs though if the player goes too far away, I'm not sure. Good job!
Cool Idea! Perfect and creative name I am jealous haha. Really cool start menu, immediately engaging and fit in well with the game. I liked the more you fail the more you can see the map, really good implementation of the theme! It was sometimes hard for me to see the spikes, I think it would be cool if they were a slightly different color than the map. I would lag a good amount when I died a lot, and it was a little frustrating to restart and undo my progress, but it looks like you already know about this. Overall cool game good job! I like the man blob character with slightly offset eyes haha. Finally great job on the music fit the game well!
Good Job! I liked the main idea of the game, but if I'm being honest I kind of got lost about what I was supposed to be doing. To be fair I am not that great at these kind of games so it it might just be me, but I think there could be a bit more player feedback when you successfully complete or fail a task. Maybe highlighting a task in the menu and adding sound effects when the timer is getting close to running out. Overall though I think this was a good submission and I gotta give you props for a unique genre/gameplay. Oh also nice job writing your own music, I have no talent in this area so I am always impressed when people write there own.
Nice Job! I got stuck on one of the levels in world 0 where you had to jump on top of 4 toasts. I felt like the jump could have been a tiny bit higher so that it was easier to get on top of the 4 toast stack, because I would not jump high enough over and over and then when I finally did I would go right into the red-block and have to restart the level. Also you cant jump while moving into a burnt toast(not sure if this is on purpose) I'm glad you had two more worlds to play thought though because the new mechanics added in those were all really nice. The pacing/level design in general was really good, to me it felt you introduced new mechanics at the perfects times!
Thanks for playing, and sorry it was so broken for you. To take damage you need to wait until after the "hero's" attack and then if you hit him with the correct(or I guess wrong?) attack right away, then the "hero" will quickly counter attack which should hurt you. I think its way too confusing for how little it is explained in game. The glitch outside the map bug is on me for hardly playtesting before submission. I kind of know how to fix it, but I will just wait until after the rating period at this point.
Yes I think a lot of people were having that problem. I did a pretty bad job explaining this in the game. You are supposed to wait for the "hero" to finish his attack. Then for a short period of time the "hero" leaves himself open to attack. If you then hit the "hero" with the attack that is weak to the attack he just finished, he will quickly dodge out of the way and counterattack which hurts the player. To make it so that you can not just run into the "hero's" attacks to kill yourself, there is a system where you automatically dodge most of the attacks from the "hero".
I think the fact that you can easily hut the "hero" by attacking him anytime, not just right after he attacks, makes it even more confusing to the player that they can't be hurt by normal attacks from the "hero". The Idea was supposed to be that the "hero" was a lot weaker than the boss/player so it is actually challenging to lose the fight.
Just writing this out though I definitely see how confusing the idea is haha, but oh well next time I need to make sure to more clearly explain the game mechanics.
Haha creative take on the theme and really fun game to play! The art style was nice and unique! I liked it a lot. The only think that bugged me a little bit was I feel like the ground tiles could have been a little bit less detailed(idk maybe no shadow or less dots?). Maybe its just me, but it bugged my eyes a little bit because the player moved pretty quickly (which was good for the gameplay) or something. Sorry I don't really know how to explain it perfectly. Overall great job!
Very cool game! the artwork was nice. The storytelling was also well done. I really enjoyed the 1-bit art style with the creative use of shifting the color partway though, really added to the atmosphere and mood of the game! I think some sound effects would be nice, but it seems like you already addressed that. Also the game seemed a little bit laggy (like the player would not move right away when I pressed WASD) to me but I have a weird computer so idk if it was just on my end. Either way great game Jam submission. Good job!