Hoo thank you for the quick reply it is really appreciated !
But no problem if it was a poc and take your time !
To be honest i tested laigter and other similare software to create normal & specular map for sprites,and i turned that Laigter gave the best results when I asked artists for the results ! So i wanna use Laigter
And when i saw this plugin for Godot i was just amazed to see luckily i was as i'm using Godot ! So i'll wait it to be on the next Godot version :)
But anyway, if you need any help let me know it will be a pleasure to help here !
Martin Beaussart
Creator of
Recent community posts
Here is my review of the game
Cons
- Maybe its me but i didnt understood directly the goal at the start
- Some tomatoos are too near of the player at the start of the level, and when it moves it is really short to see them overcome (i think it is in the start of the
- Some micro level design element are maybe to much difficult (for exemple on last levels to avoid line of cheries you need to double jump but to avoid them you really have to be close on when to press the jump button to dodge them. Maybe doing first a shorter cherry line easily dodgable and then the second a bit harder and finaly those hard ones)
- I did not understood that the jumpers wil make your jump height higher if you keep jumping on them, so i felt a bit lost a first beceaus every time after the jump i went to the ground, but by practicing i understood. I mean it's not the 1st behavior we will exept of jumpers, maybe having a first one that only make you jump for a certain jump height the same time, and then a second one of another color that does what you did, it may be will more accepted as we'll know it is another jumper visualy and it would make sens it has another behavior compared to the other one
Pros
- Tutorials with text are really welcome !
- Really really nice take on the theme and special object !
- The concept is really original and verry funny haha when you took the cheries and it says "you suck" haha it made me laugh
- Overall good difficulty curves on all the game that's nice !
- Cool SFX, you have different "you suck" haha
- The music was cool but maybe personatly its not what i will exept from a platformer game
- Art is descent and does the job to make it fun to play
Conclusion
you really improived yourself on this one wow !!!! The concept is really what make your game unique, and again i tryed to point a lot of thing on the "cons" sides but that's impressive what you have done when we compare it to the 1st platformer you did there is a great evolution !!! Also your level intentions are cool, even if its far from perfect on my opinion, you still apply the difficulty/intensity curves with a principe of diversity and that is like 70% the most importent thing in LD (Level design) so that's cool !! And finaly you took visual assets that looks good to help you to have the job done, and it works ! Its hard to make the visual when youre not an artist and i think you did a good job of focusing more on game design/level design, code and tutorial here it saved your time
Anyway im really impressed of your learning journey on game dev, i can't wait to see what you'll do on the future, continue the great job !
Here is mys Review of the game, it is only me personal opinion :
Cons :
- The fact that the character is auto-dashing when you have the energy bar filled is very frustrating beceaus you do not have control over that and you come in situations you just wanna move but it dash instantaly and make you hit enemies while you didn't want this
- When beating the boss it was hard to identify all the projectiles as they were of different colors, my eyes could identify them all and i felt like being hitted without being able to see them overcome. in bullet hell/vempire survivor game often bullets are of the same color,i think it should have been done this way, Also (maybe its me or my screen) but it was hard to identify the yellow bullet from the backgroun unit color
- The music doesn't restart after dying
- Miss background art to make it prettyer, but i know it's hard to make art when you're not an artist :)
- there is a moment othere can be a lot of enemies and make it impossible to dodge them, maybe using level design elements of power ups to dodge them would have helped here
Pros :
- Juicy effect with little particles and enjoyable diverse SFX ! I really liked the enemy dying SFX haha
- The choice of the music were pretty good for the type of game
- In overall it is fun and there is a lot of enemy to kill and even a boss !
- Shooting system is simple but clear and does properly what we want
Anyway, i think you really got better here comparing to your precedent game, you were even able to make a little boss and that's nice !
I did more focus on "cons" to propose solutions that may help you to get better at developing games, but at the end i pretty enjoyed the game and i think you can be proud of what you made here :)
I pretty liked the game !
I loved the little Vfx, animations and camera shake and so on it quickly make the game having good feeling, you did your part on the juicness and it miss for a lot of the games on this jam so congratulations !!
The density mechanic is very interesting and i think it can even have more opportunities to offer a variety of games ! But at the begining it wasn't very clear for me how i can use it and interact with the wall even with the text tutoorial (which are really welcome thats good you did it)
One part of Level design can be improved i think, you learn most by die and retry, but the level are short so this is not frustrating to restart and you mlove pretty quickly and easily so thats fine if this is intended in your game experience i guess ! But on the level design there is a good challenge curves and good variety on how to solve the "puzzle" to finish the levels. I really liked the fact it is dynamic with the enemy AI and the leaf flying and wind blowing so you have to react and think in the same time and i really got fun here it was a pleasure !
Unfortunatly there was no sound effects or music so the game felt really empty on the audio and it was a pity beceaus your SFX and animations would have benifit so much of that ! Donn't hesitate to take free of use SFX or music, even if it is not perfect or not have time to do it all, put in on the most important and recurrent part of your game it will improve your game greatly
I Liked the cartoony style, even if it can be improved (i think on my opinion) it works and is still pleasant to look at so that's fine :)
Anyway, i know how hard is to finish a game so congratulations to have made it i think you can be proud of you !
Really interesting and original game you have here !
I got really fun the level design i really nice really this is impressive well done !
I like the door mechanics you added to add diversity
Still, i did not understand when you zoom out why sometimes when youre going out of the screen to appear something else, sometimes it does, sometimes it does not, it felt pretty random to me
Also a bug on main menu, if you dont touch the fullscreen button you don't see the play button
Also i was searching for the jump on the space bar but it was the up arrox, maybe next time for plalatformer movement take the arow movement keys AND the WASD/ZQSD + Space for jump movement in account
Anyway the principe is really original and great you can really be proud of you :) !!
I pretty liked the introduction it is really satysfying !!
The art style is reaaalllyyy cool, with the background music it gives a cool atmosphere (sadly the backgound music does not loop corectly so it drop the atmosphere ambiance and feel strange)
Unfortunatly the controls were buggy impossible to move correctly my character in the direction I want, and mixing this with the movement sped i thought really fast, it was pretty hard to make move this ball xD
I liked the concept,i wasn unfortunatly able to pass the second phase with the ramp (the ball was always going too much in the air when my character wasnt able to slide properly
Also i really liked the tutorial text, may be they can be more readable beceaus i had some troubles to see them (maybe next time put them on a proper panel to make it readable correctly )but integrated like that i love you're not stuck on a screen game paused waiting you to read the text and enter an input, so good game design decision here !
Anyway congratulations for having bein able to finish the game :) !!!
It was tough for me as i did not understood how to get other object other than this only baril so i was really limited on my playtrghough and i get bored really quickly
I still funded interesting how to grab the object but rotating them is depending you own rotation (i know its hard i get threw that once in Unity and still wasnt able to solve that xD)
I founded still no real art and and not even a music was making the atmosphere sad and strange, i got more feeling of playing a software simulation than a game
Anyway i know how it is hard to make a game so congratulations for having made this far !
Your game idea is really original
I still misunderstood how fishing is related to the theme
Also i had a mixing feeling of loving and disliking the art (mix of cartoon and pixel realistic style disturbed me )
I loved the several mechanisms on it, even if i did not understand all how they intend to work and so on
Anyway, congratulations for having made this game :D !
i like the simple art style and the music, but i couldn't figur out how to pass the first hill, it felt weard the mouse game response i wasn't sure i was controling my character. And when came the "WASD" control well i didn't felt it was doing somethingAnyway, still congrat for having finished the game :)
Cons:
- Box collisions of the enemies in the first scene are too much hugeee and this so frustrating to be hit by an enemy when is like 2 meters distant from you it's uncomprehensive and feel so unfair
- The second level is too much boring an too much big i feel you artificialy make longer the time life of your game with this and i think it is bad beceaus there is no gameplay intention behind. I was searching really for long time for the last enemy (like 10 minuts) and i shutted down the game beceaus i had enough to not find it. But even when seraching the first enemies in this level i got quickly bored beceaus it takes long to get to one enemy to one another beceaus the enemies are too far away .and beceaus i only find we can run near the end of the second level (i saw afterwards that it was mentionned on the control page of the itchio page but i take as hobbit to not see it to see if the controls are explained in the game, where it is suposed to be for me beceaus player have not to see a web page to know the control in a finished commercial game)
- Even if the special object implementation was original and nicely integrated to the gameplay, i didn't find it for the theme implementation even if i guess it is trhew the enemis chasing you behind you but it's really not everytime and not in the core experience of the game. this feeling is clearly no present in the second level beceaus you have to found them and not the reverse
Pros :
- The pixel art and mostly VFX are really cool and make sense with the game experienc i liked it ! (nice water effect on the second level good job !)
- I pretty liked the audio atmosphere of the game, the SFX i found well choosed and the musics too ! but i found the music choice of the second level too much relaxing for a game experience where i thought you have a pressure of the enemies like i had in the 1st level. maybe it was intented to have so much music contrast betxeen the two levels, and it can be really goo to surprise and add variety to the game but with interesting pacing only beceause here the relaxing atmosphere in the second level was more than 60% of my gameplay and i though it deserts the game experience you wanted to share
- Even if i find big level mistakes, there was also great sides like visual guidance with decoration (in the second level), enemies and glasses collectibles ! I liked the fact that you followed the path and, even if you didnt find any enemies you got the glasses collectible (thank you it was not a dead end hard to reach with nothing) it is smart beceaus the player thinks he discovered on its own while in reality you leaded him there with the level design ! But maybe how this was made it was too much repetitive beceaus it had always the meme sequence : stone path that lead linearly to corrals dead end with glasses to collect. I t can be good to play with this to make expectation to the players an play with it but here it was too repetitive beceause there was no diversity (like other colelctible , other decoration or other way of leading the path)
- I was impressed by the introduction and the narrative design you wanted to implement in your game, and i think it worked pretty good on the overall game beceause it play on the surprise effect and the player wanna know more ! Even if i found some incoherences (like ok how your character understant to collect glasses to then kill the enemy wtfk it was a script facility to make understand the player how and why using the glasses and it works well on gameplay point of view but made some incoherence on the narrativei think)
- The attack sensation with the glasses works really well and give a good sensation of the of power to the player and the delay isn't a problem if you feel the power of it ! maybe for the second enemy it felt less powerfull and so it seems like more frustrating to repeat it multiples time as the enemies of the second level have way more health
Conclusion: A pretty good game with a real narrative intention that works, descent visual and music, and great VFX and SFX ! But it has real down side on gameplay that makes the game mixed between frustration and boredome, so a lot can be improved but there is interesting stuff for, like part of level design.
Even if i pointed bad things this does not mean you cannot proud of you, on the contrary i think you can be really happy with what you made and i know how hard is to mak and finish a game so really congralutations for what you have done :D
Cons
Huge waves of enemies made me impossible to finish the game
- One enemy make a lot of time to kill
- Glasses are needed a lot to see enemies but they discharge too quickly and i clearly not understand how they charge and so on (sometimes i pushed the G button but nothing happened)
- You start with one life so you get killed really too easyly at the begining this is frustrating
- Miss signs and feedbacks to know clearly what to do and unterstand global object collected, i did not understood there was objects to upgrade my life, and there was item i wasnt able to collect i didn't understood why
- Sometimes my screen become black i wasnt abble to see, and sometimes there was too much lights
The cart was colliding with enemies so i strugled to move it
Pros
- Tutorial explained clearly
- Great visual and 3D models you really get the atmosphere of the environment you builded you really wanna to discover it, it is really impressive for a game made in 3 days
- Guidence threw level design was interesting
- respected generally the theme and its special object
- Good overall movement, it was cool to have a distant weapon
Conclusion: An impressive looking game that have still unbalanced enemies, bugs and lack of feeddback ad sign to understand what to do. There is a lot of potential and is fun to walk in the level but when it come to game mechanics, beceaus there not fully comprehensive and tuned, this is less fun. Congratulation far having made this in 3 days it's still impressive !
Ok i understood your limitation that is interesting to point them out thank you
So i played the web version, i saw afterwards the message pointing problems os my bad on that
To be honest i am using Godot and i was used to have problem on HTML export so what you mentionned really make sense for me xD
But i find to solve the performence problem on HTML export with some of those things : Using the Godot Gdscript version isntead the Mono one for C#, Exporting in compatibility mode instead of forward +, capping the max number of FPS, using CPUParticules instead of GPUParticules, etc. I'm using Godot 4.2.2, which versions did you used ?
Also look forward the Godot 4.3 version that will soon be launched and it seems like they fixed issues with HTML export : https://godotengine.org/article/progress-report-web-export-in-4-3/
Cons
- Concerning the level design i got mixed feelings on the dificulty/intensity curve => middle of the level seemed to be the climax of the game and got easierafterwards, I think it is due to the ghost i got too much challenging in the middle of the game with the platform sequences that made him hard to avoid
- When you die and respawn, if you were far enough in the advencment you have to wait the ghost to come back otherwise there is biggest chance he will kill the player as he take adavantage of being in the direction you have to go if you use glasses before his arrival. Maybe it would be better to make it teleportin with you behind you on the spawner to avoid those unecessary waiting time
- Tutorial section aren't really clear for me => "Field cancel this out" I didn't understood it was referencing the precedent tutorial text i skipped so i did not understanded and so i got frustating by not knowing i wasnt able to fly in those zones. Sign like this shouldn't be ambigious. Also the tutorial that say "warning to the ghost" is avoidable so i did not understand directly why when i used glasses the ghost started to kill me. Also the text "warning to the ghost" is may be not clear enough => Warning hwow ? why ? when ? This isn't clear.
- For no reason i got the music stop playing
Pros:
- Checkpoint is really appreciated in such a long level, and their pacing are well balanced to not make you frustrated but not bored as well to make the game too much easy
- Visual are pretty basic on my opinion but the VFX and animations, that are even present on small details, make the game more organic and visually interesting. Nice glasses effect and you even made a final animation on the end of the level that's good !
- Platforming and flying movement were satisfying ! It was offering a diversity of movement feeling easy to handle when switching to both movement mode. I found the flying movement more satisfying than the walking movement
- The music and SFX, without being a masterpiece, were right on the tone of the experience you wanna share with this game so that's good
Conclusion :
A nice and funny platformer that fit the theme and the special object implementation ! Exepted some tutorial and a difficulty curves i personaly struggled with, i think there is an interesting experience to discover ! A solid take in this jam for sure !
Hello and thank you for the valuable feedback i appreciate :) !
You're right about the spikes the hitbox is way to big i will change it in the next version of the game, and we need also to change the enemy speed to make him more present in the game beceaus for now it doesn't have a lot impact as you mentionned !