That sounds like a really cool idea. Wouldn’t be able to add that on top of the game in time, but maybe some other time.
prti
Creator of
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Thank you so much for putting up with it! I had a silly idea and decided to follow through with it. I had a couple more think in mind to make it a more polished experience. I’m afraid it might be too annoying to play for a full release, but I’ll probably at least release an update at some point. Thank you for kind words and have a great rest of the jam :)
I liked the snowball rolling the street. I didn’t understand the spinning light, but I guess you’re trying to escape from it. The level could use more lights as some areas are simply too dark to see what’s happening. But the concept is really cool, the snow effect on the ground is a nice touch as well.
Hello, unfortunately the game crashes after the second photo. But what is there is pretty! I dig the artstyle a lot.
Debug message
############################################################################################ ERROR in action number 1 of Key Release Event for <Space> Key for object obj_foto: Unable to find instance for object index 10 at gml_Object_obj_foto_KeyRelease_32 ############################################################################################
gml_Object_obj_foto_KeyRelease_32 (line -1)
I also dabble in Godot, and there’s some optimizations I can give tips on, but the Debug tab is really useful for things like this, but I can give some shots in the dark. Using functions like set_process() and set_physics_process() to disable unnecessary logic. Use collision layers for big Area3D nodes so they only collide with what they need. Have physics objects “process_mode = Node.PROCESS_MODE_DISABLED” in _ready() function. These are some things that helped in my random projects. If you’re up you can hmu on discord: proti7 we can troubleshoot the issue, but if you want to go about it alone then good luck and I hope you’ll narrow down the issue because it could be a really cool experience with some extra polish.
Man, it’s hard to rate this. Your game has very strong visual side, I liked the autumn aesthetic and the dreamy feel of everything. I liked the level design but the building was the fun part, I liked how the mechanics were introduced through small puzzles. I couldn’t get the hopper to work though. You can remove the leafy trees, which can lead to a softlock.
But we need to address the elephant in the room the framerate… THE FRAMERATE. Your game runs at 6 frames per second (I’ve counted). Maybe my machine is not top notch but I feel like it should be able to handle a game like this a little better. It made it very tough to play, but I got until the 100 fences challenge, which would take a long time a block at a time as I couldn’t find a way to automate it.
I did enjoy the game though, even if it was a little rough around the edges.
Yo that was sick as hell. I managed to beat it after some time. Some things it did really good is the feeling of exploration, different items and their use, the map design and the secret passageways and environmental puzzles. CNS at 100% didn’t seem to do anything? The bolt gun IS required to beat the game and it took me a long while to figure out how to operate it. Wish the monsters had sound as well, the ragdolls were cool though.
Man that was something. The daily tasks and the general atmosphere reminded me of Voices of the Void. At first I was confused but managed to get my bearings with the notes. This game has a lot of walking but I really enjoyed the idea of breeding monsters. Wish their presence was more felt, unless I’ve done something wrong - but I even jumped into the tank. I believe the game could become something if the idea was expanded upon.






















