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Chowbacca
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Communicating sanity through audio rather than a UI meter is a nice touch, though I'll echo other comments on not effectively knowing when I'm about to cross the sanity fail-threshold. This made it a little frustrating when the flashlight is such a scarce resource. That got pretty manageable after a few retries. I do appreciate the sigh letting me know I can turn off the flashlight.
I had to restart a couple times from getting stuck on the geometry, though I understand that a lot of it is godot doing godot things. Reducing the friction in the physics material on the character body might help!
*Spoiler Warning*
Radio at the end was hard to discern, made me wonder whether there was an actual person or my character had fully lost their sanity, it's nice for making the narrative tie into the sanity-management system.
This was scoped really nicely for a 6-day jam. I think this serves as a solid intro to a game concept, and it doesn't overload me with too many options.
In the room with the crowbar, I had a hard time getting back into the hallway. I tried leave, exit, door, and then finally managed to leave by typing in return. Maybe some more text options would have helped with that friction, especially when the help and guiding is kept minimal!
On the topic of minimal, I really like the visuals, reminds me of hacking in the Bethesda fallout games (which may be controversial of me to like lol). The ASCII illustrations and changing states also help give a sense of place. The monitor distortion and CRT effect really complemented the tone and aesthetic.
I'll definitely have to give this one credit for the "Piss" theme. Everything looked piss-I-need-to-see-a-doctor-green and I quite like that you leaned into it, from the little piss-demons to the piss monster, to the post-processing. I'm also appreciative of the shortcuts you sprinkled around the level, I feel like that's a nice part of boomer shooters that I'm glad you were able to integrate.
The final boss was on the easy end and I found myself wishing there was a little something thrown in to stop me from circle strafing the outside of the arena. I also didn't find it too hard to see the environment, so I more used the vape for the aesthetic of smoking and shooting these suckers up.
I like that there's no reticle and the player has to line up their shots, it kinda demands the player get familiar with how the pistol shoots so I felt a bit more of a unique relationship with my gun, weird as that sounds.
Anyways, nice job on this boomer shooter in 6 days!
Shooting the zombies felt good. Even though they never got close enough to present a threat, they honestly just felt like a fun collectible to get while moving through the minigames, and that seems like what you guys were going for. Other than the last minigame which was a bit confusing, the other minigames were quite fun and the time pressure for the whack-a-zombie felt appropriate (As someone who is bad at whack-a-mole lol).
My only challenge with the art was that I was looking forward to navigating a carnival themed environment, and the world itself gave more of a rural trailer park wasteland. I still really liked the isometric art perspective especially because I'm a sucker for the fallout 1 look!
I think my favourite thing about the game was hearing the zombies groan for cigarettes. Very entertaining and did a nice job setting the tone. I immediately wanted to play more because of it. The CRT effect was cool as well as the blood effect from the zombies hitting you.
It was a bit hard to understand where the zombies were, and where to find pickups. It didn't feel like there was a chance to evade zombies if I couldn't zonk them before getting bludgeoned. I still appreciate that it's not impossible to see without the flashlight. I couldn't tell if the escalating flashing effect was affected by smoking, the light, the zombies, or something else though. I had a hard time navigating the environment after 2-3 minutes because the effect got overwhelming quite fast.
The other effects in this are quite fun. I really enjoy the idea of some pissed off dude looking for cigarettes and fighting off a horde of nicotine-addicted zombies with nothing but a flashlight. It's a fun concept!
I really like how enemies have chunks getting knocked off of them when hit. The idea of body heat being substituted for health was a nice way to consolidate the mechanics and convey that the creatures kill people by freezing them.
I didn't notice any lagging issue on the browser but I have a fairly beefy computer. I did have an issue with the mouse not focusing back on when I clicked back into the game... It forced me to refresh the browser a couple of times early-game, but I don't really consider this a big deal because it's a 6-day jam, the game is pretty quick, and I was still figuring out the controls/combat at that time.
I found enemies more satisfying to damage than to kill, and too easy to avoid... I was really missing some finality to them dying. The controls also felt a little clumsy and there were two occasions where I equipped the sword during/after changing the filter, entered the "sword fighting" state, was able to swing, but wasn't holding the sword.
The environemnt looks great with the style you were going for and the different packs blend together nicely. The bleak story ending also worked really nicely with the short format of the game!
Thanks for playing! I'm sorry to hear you couldn't to find the keys though. They are highlighted with bright colours matching their locks, but they are still somewhat small and randomly placed. If you're feeling up to trying again there is a predetermined selection of hiding places for the keys you can check:
- Bathtubs
- Sinks
- Bedroom Counters
- Kitchen corner (You can usually just barely see it in the shadows)
Regardless, I appreciate you giving the game a chance!
I was a huge fan of the aesthetic of the game. Weirdly enough the closest aesthetic it brought to mind was the triangulated look of deep rock galactic. The sharp edges look great on metallic and glossy materials in particular. The rooms being so barren and expansive at the same time combined with the short sight range helped impose an uneasy feeling, even if the attendant was only really a threat in the hallways most of the time.
I think the narrative was definitely the strongest point in this entry, and I appreciate that you encouraged players to deduce what to do next after retrieving the property owner's hand.
Also, nice jumpscare. Didn't feel cheap, but was still unexpected!
So I understand the project is incomplete so far but I did want to note that I like the idea of the elevator acting as something of a hub/saferoom for the player and maybe even acting as a way to show progress. I immediately started stockpiling every pickup I could find in there. Good luck getting all the pieces together for the showcase!
Damn, this game's got a full narrative, cinematics, voice acting, and every time I get caught I jump in my chair a little. Fantastic job, Phlip.
One challenge I was having was that I had a hard time telling through diegetic sound where the ordlerly was... particularly in larger areas or just outside rooms when I hear footsteps walking away and then it's been quiet for a while. He also snuck up on me a couple of times.
It does make it all the scarier when I exit a hiding spot and then he comes at me out of the shadows!
Thanks for playing! That's really funny that the enemy did such a bad job hunting for you. I guess that's one drawback of having the enemy patrol random points on the map. I made two different patrol systems, one where it patrolled points near the player and one where it patrolled randomly... I found the former to be a bit too aggressive, and the latter to be a bit too easy (I went with too easy to make it accessible). I'm sure there's a perfect middle there somewhere that I could have implemented with enough time, but alas!
Hey, thanks for playing!
We've utilized threads lightly in past jams to help us work through more complex functions that were choking up the main thread, but they were definitely relied on too heavily for this entry. The amount of WorkerThreadPool tasks and thread functions seemed to hurt the quality of the web build, which definitely made this an important learning experience.
Threads did a lot of heavy lifting for the simulations on the map. We used one that ran a custom flowmap for navigation that encouraged the enemies to avoid burning regions on the map. We also had a separate thread do the procedural generation at the start of the game, since the tile operations were quite heavy and really held up the scene tree when loading in. Finally we had a big WorkerThreadPool group task that decodes the map data and generates a texture for the shader to draw the map. That also got us around using the built in TileMap entirely. Since images aren't thread-safe we instead wrote the decoded color to a PackedByteArray and then converted that to an Image at synchronization. The fire simulation runs surprisingly well on the main thread, so that was left as was. The best way to maintain performance was to use GpuParticles2D and write to a pointmap to communicate where the fire would emit from, letting us offload a huge chunk of the work to the GPU. So everything you see there when a big fire is going is one singular particles node!
Seems like using threads on web builds are best suited when deployed sparingly though, and where the performance gain really counts. In the future we'll certainly be more careful with how we utilize concurrency!
This was cool tech experiment! I think the actual controls need to be a bit more touched up though. Making sure the ship is selected, pressing D and then clicking somewhere to set a new direction felt a little over-engineered. I also didn't have the best conception of the space my ship was occupying, which became less of an issue through trial and error. Neat project overall, and cool seeing other people inspired by Sebastian Lague's fantastic projects :)
I enjoyed this! Liked the historical facts sprinkled around, though I wish there were some more geographical distinctions in the ice formations.
My only other suggestion would just be including a center line for the compass... when there were a lot of icons on the compass I had a hard time figuring out where the center was and what was ahead of of me or to the side. Not really a big deal though!
I also really enjoyed the aesthetics you made... It looks very cohesive, and like I'm playing an old educational game in the public library to learn historical facts. It's cozy. Nice work!
Great seeing it tie into a biography, love the inspiration! I definitely wish I could put a little more input into the trajectory of the crew's survival after the starting screen, however it was still an enjoyable story to sit through and conveys that you can only really work with what you planned for in advance.
Really neat game... I love how brutal and punishing the winter felt. My crew always died in desperation, be it from freezing or starving to death.... Although there was one summer where the rest of my crew starved to death after cannibalizing most of my crew during the winter lol.
I found the RNG elements were a bit out of tune... I had one summer where hunting was bountiful, about half of it spoiled over the winter, and then the next summer I found very little and starved. I'm sure it's realistic, but it feels unfair from a gaming standpoint.
I also found it frustrating reaching a dead end in the generated map and having to waste most of my summer turns backtracking. That usually guaranteed my crew would starve and I'm wondering if there's a way to get around this issue that I am missing.
I like the RNG for replayability, it just needs a bit more balancing imo, which is hard to do in 9 days!
Art is beautiful and the sound selection was well-picked. The winter transition audio reminded me of frostpunk, so points for that!
This inspired a couple replays from me, and they all felt unique enough to feel like each one was their own adventure. Really impressive what you got done in such a short period of time, nice job!
Thanks for playing! If you're interested in other plant games there's also this one: https://itch.freezing.top/jam/acerola-jam-0/rate/2583332, although Mr. Rola already highlighted it so you may have already seen it ;)
This had nice aesthetics and the gameplay got pretty intuitive. The buttons shrinking the more you press them weren't intentional judging from the last comment, right? I genuinely thought that was a feature haha. Which would actually be cool to experiment with more in its own right! Anyways, visuals are nice and it's an interesting concept!
Cool concept, I find the visuals really suit it. Is there anything after wave 1? It may have actually said somewhere but I don't think anything happens after wave 1 ends and I still had 2 health. I see a lot of potential for iteration, variety, and increased complexity just with the set of rules you have here. Nice job!
The graphics look quite good. I like the effort that was put into showing reflections and the character body when you look down.
I'm not entirely sure if it's a browser issue on my end but the movement is super wonky. I kept getting stuck on walls and corners, and I accelerated really fast and could not seem to change the direction I was moving in. That made it incredibly difficult to move through doorways (which there is lots of) and fight enemies.
Otherwise cool stuff!























