Yes, sorry for the wait, it took me a while to get the files sorted in GitHub. Here is the link to the godot zip file : https://github.com/ImEnginety/StarDealer
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Took me ~15 minutes to finish the game with all 8 pearls. I will say that it is really good, and very well polished. I will say one thing. The mushrooms are such an annoying game mechanic. If they were intended to be so frustrating, then developer, you did a really good job. The mushrooms became the "enemy" that made me lose the most.
As a platformer, there isn't much for me to critique. You did well with the movement, the wall jumps were handled excellently, and the jumps felt constant and natural. My other small complaints was that the pufferfish collision was weird at first, but then I got used to it. There was one really frustrating section with the moving fish and three sea urchins that got me stuck for a while, and I almost gave up until I saw the "almost free" text.
There was really only one big complaint I had, and that was the movement. It was not easy to move around with the arrow keys in the way you had it set up. It's more traditional that w moves you in the direction the mouse faces, but that was not the case. I think a mouse sensitivity would also have been a nice feature to add, however, a time constraint will be restricting, and not everything can be added with that restriction.
Good job with the camera movement, fish AI, and background atmosphere.
The game is not bad, I enjoyed the first few rounds, and had fun learning what everything was, and did. Compliments out of the way, here is my attempt at constructive criticism:
It may have been the time restraint, but it feels unfinished. The balancing of the game is also not that good. The angler is by far the strongest piece, and I found myself using it the whole time.
It was unique and fun for the first few "rounds" of fishermen coming down, but after a while it is just the same, with maybe one more than last round. I was stuck on the first round of fishermen for a solid minute, trying to figure out where the turn numbers were that you explained in the description until I noticed it in the background. The idea is there, and the concept is decent, however, most of it feels empty. While it was fun for me to test moves and see what each piece was and what each action did, I could see how this may be frustrating to some players. The use of a and d to move the screen around was a good touch, however, correct me if I'm wrong, felt like a fix to not being able to click on fish through the anchors.
All harsh things aside, no offense, keep up the good work.
It is a good game, and the first horror game I have seen on here. Very polished with what there is, but it feels like the game is lacking something. I played a few runs, and believe there are two things that would help some people.
Wandering around without knowing where you are going is a little frustrating. A small mini-map would have been a huge help, even if it was just a rough outline of the shapes. The monsters are great, and the sound they make is a great way to notify people when they are coming, however, there was one time when I was playing where the monster was off-screen, and charged at me. I'm not sure if this was intentional or a bug, but I would say that it felt a little unfair. I think that the way you have the monster's AI set up is almost perfect, and have no criticism on the "chase." The game lacked sound (which is understandable for a week game jam,) and it was annoying wandering around looking for the beacons. At the very least, I would've liked to know how many beacons I needed to collect to win. Good game, would play again.
Very well polished. I could see myself spending an hour or two playing this. The balancing was really good, and it "introduces" mechanics well. It does get a little repetitive after a while, but overall really good.
I will say that it was a little difficult to keep track of the air percentage. The bar at the top of the screen helped with this problem, but the score had the same issue, where I would have to look away from the action to see what I had. The score not being easily visible is not as big of a problem as the air, and I can't really think of a way to fix these issues myself. I think adding a little +100 or whatever the score earned is in place of the fish when you defeat them could provide a little more dopamine hit for the player to keep them engaged more.
before this day, I had just copied the code for getting cards from battle rewards to the shop. You could get a single card and it would close the shop. On this day, I wrote a new script for shop cards to make it so you can get more than one, and they take away money. Hope this helps!
Edit: Spent the whole afternoon trying to figure out what you meant by EA, and it just hit me that you were referring to Electronic Arts making a joke. Well played sir, I got whooshed.