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ShadowCommander

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A member registered Mar 08, 2022 · View creator page →

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Thanks for playing! I’m glad to have confirmation that the block placement works well.

The saving was a happy addition from Maaack’s GWJ Template, so I can’t take much of the credit for that. Though disabling the continue button sounds like a good idea. I’ll add that to the post jam update.

Yeah, the pitfall with shaders I had for my previous games is that the object needs to be exactly the same environment too. So what I did was put all our WorldEnvironment and lights into a scene that could load a map. Then loaded a tiny map for the shader compilation.

This page has a few things to keep in mind. https://www.reddit.com/r/godot/comments/osx0f6/my_very_comprehensive_shader_cache_solution/

Thanks for the feedback. I was working on input settings, but wasn’t able to finish it in time for the jam, since we had to rush the last few levels in. I’ve finished most of the settings menu now, so after the jam I’ll upload the fixes and then get started on additional levels.

Thanks for playing! We had a few more parts built like a lever and moving platforms, so we’ll probably update with a few more levels after the jam is over. I had a lot of trouble thinking up level designs, but iwearavoid got a few designs down that we were able to put in before the end.

The art was mostly done by iwearavoid with textures and textures and the chest done by Artosa. The puzzle mechanic too forever to settle on, but I’m happy with how it turned out even if we had to rush to finish. Thanks for playing!

Nice and simple heist game.

The movement was alright. Though it felt a little slow. The music fit well. Got a little repetitive though. The art fits well and the paintings are great.

Had some pretty good variety of challenges. Though it could use more challenging puzzles like spreading out the numbers more. The laser obstacle was fun.

All in all a good game especially as one person!

Love the variety of minigames. The modifiers were interesting though I think it’s annoying that the first one is reversed controls. It would probably be better if it was randomized.

It would also be nice to be able to use WASD and the number keys to do the minigames and input numbers directly using the keyboard for the debit zombies.

Pretty cool decision making game.

The art looks just right. The UI layout is decent.

The music was a little repetitive.

The modifiers made things interesting. Though I think being able to direct modifiers somehow would help. Whether through storing some modifiers to play later or some forecast to see future modifiers in the next few days.

The coin costs for everything is really high. I think I only bought three things in 5 weeks.

Thinking about similar games I’ve played like Lapse, the options here seem to swing the stat bars a lot more. Infamy comes up so much that it seems like the best strat is to keep infamy down and not pay attention to the other stats as much.

All in all, the idea is sound, but needs more mechanics to make into a fun game.

Very cool 3D game.

I like the premise of AI relationships and the potential for crazy that presents when they’re shut down.

In the server room, the enemies rushed me into a corner and pushed me out of the level. The camera couldn’t keep up when running to the data center. I suggest clamping the camera to a rectangle around the player so that doesn’t happen while still having the smooth camera movement.

For the web lag, it’s possible to front load the lag by preloading the shaders. I’ve done it before by creating all the objects at the beginning of the game behind a loading screen Control and let them run for a fraction of a second. You’ll need to make sure every instance in game is using the same material though.

Pretty fun incremental game. That last upgrade for the mouse laser plays the sound so fast it sounds like a laser.

I had fun playing the two levels, but the scaling between levels did feel a little strong.

The pinball bumps felt good. The black holes completely stopping damage was interesting, but didn’t really feel that good when the player ball got trapped in it. It stopped the bounciness.

Upgrades felt decently impactful, but were a bit basic.

The balls were a little small for clicking when in motion, so it took some time to get used to it. Felt kinda like an aim trainer on the harder difficulties. I wonder if it’s because it’s embedded and not fullscreen.

Overall it’s a pretty fun incremental game. A bit simple right now, but it’s a good start.

Impressive, making all the combinations of scenarios and items in such a short time!

After the cutscene at the beginning of the game, the music cuts out a little abruptly. It could use a bit of fade out.

At first I had a little bit of trouble throwing the coins up because I would slide my mouse down to prep for tossing a coin up, which would move the cursor off of the sprite and stop dragging, but after I got used the game, it seemed fine.

The tooltip popup could use some boundaries to switch to the left of the cursor. It was hard to read for items on the right side of the bag. Though just moving the item to the left worked fine.

I liked the story scenarios and how many items there were. It must have been tough to think up things for so many of them and write them out, but it came out well.

Overall, it’s pretty fun trying things out and the limit of three moves things along nicely.

Pretty cute game. Good variety of enemies that the player needs to adjust their tactics to fight. Basic enemy, tanky enemy, fast but weak enemy, and the chaser.

The upgrades need more feedback on what they do in game. Some animation and a bit of popup text or icons somewhere on the UI would help.

The sounds are a bit repetitive, but as sound cues for what direction the enemy was in and whether they were attacking the lighthouse, they did well.

The chaser enemy was interesting. Making it an obstacle that the player had to avoid made it interesting and it did its job later on in the game since it distracted me enough for the others to kill the lighthouse.

The dead enemy effects are interesting and do add a uniqueness to the gameplay, but they don’t quite feel good.

The flashlight power bar didn’t feel good. I’m not sure if it just doesn’t allow turning back on when charging or what, but having to wait until it refilled completely didn’t feel good to use.

The ranged attack was fine. Though it was a little hard to judge distance to the enemies when aiming from farther away.

Overall, it has the beginnings of a fun cute game.

Interesting direction you took it. I’d forgotten about these kinds of simple puzzles, so it was nice to play some again.

The map integration is interesting. It could probably use more instruction windows for how to use the map view and for each puzzle.

The game lags quite a bit on the difficult puzzles that have a lot of tiles.

The drag panning could probably use a deadzone square in the middle of the screen so that it’s not always moving the camera.

It would be nice to be able to move the camera with WASD and arrow keys.

It’s tough to figure out where to put the upgrade menu so that it doesn’t disrupt movement. I’ll mess around with it to see what feels good.

Thanks for playing!

Thanks for the feedback!

A stats screen sounds good. Though it’d probably have to be paired with some way to tell the health of enemies.

I hadn’t heard of Killbug before. It looks pretty cool so thanks for mentioning it. If you have time, could you elaborate on the combat movement options you liked from that game?

Thanks for playing!

Thanks for playing!

Thanks for the detailed feedback.

I was thinking that there should be an easier way to keep track of when an enemy is killed. Adding a sound makes sense and I’m thinking more animation to the exp bar so that it’s visually noticeable when you kill an enemy.

The force field needs work yeah. The shader looks good on the outside, but didn’t think about how it would be viewed on the inside and then didn’t have time to fix it. Making it a rune circle on the floor is a good idea to mark the distance.

Our 2D artist did a good job with the hands. Made it feel a lot more alive when running.

I have a few ideas for more ways to gain momentum, but I need to get better at level design to make that not feel unmanageable for the player.

Thanks for the feedback and praise!

Thanks for playing! It was my first time doing level design. It took a while to figure out what would feel good, so it wasn’t as complete as I would have liked at the end, but at least we got something. Let me know if you have any ideas!

Thanks for playing!

Very fun game. Played till the end and got all the upgrades. The rope physics was fun to swing around and the knife was responsive. I was able to massively increase cutting speed when I got the Beyblade upgrade by just holding down the button and shaking my mouse at the bottom of the ring, which may be a bit too strong since it also kinda removes the main game mechanic of rope physics.

For sound, I like the music. The slicing sounds are nice. The machine sounds were a bit too repetitive and sharp, so it got a bit grating until the slicing sounds overwhelmed it.

Graphics are pretty good. Though there’s a lot of aliasing on the fruit pieces when they’re rotating. It’s especially noticeable on the watermelon. It’s not really bad, but it does make them look sparkly.

The upgrades and progression were done well. Fast enough to keep interest. It might be possible to slow it down a bit, but the current pace is good for speeding through when rating for the game jam.

I’d be cool to have more full screen upgrades like the OSHA Violation upgrade. Like full screen lasers and sprayers. Maybe with buttons to trigger them that you hit with the knife.

Overall fun game with lots of room to expand!

Hm, I’ll take a look at the music. Was a bit rushed at the end, but it didn’t seem to be a problem when I tested it.

Thanks for playing.

Thanks for playing! For sounds we were working on them, but it turns out the FMOD plugin we were using doesn’t work on web, so took it out for now so we could get a web build running.

The premise is so funny unmasking the monster with a million+ masks.

The controls for pulling the mask is pretty cool, but I had a little trouble at the beginning with how much force to pull the mask off with. It’d probably help to have some visual to show that the hand is pulling on the hood. A simple one would be a line. A more visually appealing one could be a stretchy hand.

Sounds are alright. Could use some variation. Music is good.

I liked the skill tree, but it felt a little too easy to stack multipliers at the beginning. And the tome is crazy early on.

Very cool very fun clicker game.

Awesome idea for the theme.

I liked that I was able to float around the area to get a better sense of direction by using the ghost. Movement speed felt just right where it felt fast, but not uncontrollable when drawing the mask.

Music and sounds fit pretty well.

The pacing of the levels was done pretty well. It wasn’t too difficult, but it wasn’t easy either.

Nice puzzle game with good execution!

My process in finding the solution

Guessed twice. First one accused green since I assumed she was part of the affair. Seeing both bathrooms and that she left from the bedroom made it suspicious that she went to the master bathroom rather than the closer one to the couch or dining table.

I might have also unconsciously picked up on the colors since the secretary had a chance of implying something. I thought it was more that green and red were partners, but discarded that when they didn’t seem to have interacted.

Second guess was a bit flimsy, but it was the correct one. Knowing what White AI said about not telling his wife (red) and her reaction being “I don’t know anything about that”. Was a little too standoffish, and combined with the choices showing Jealousy and Blackmail made it pretty likely that that was the answer.

The accusation menu might be a little too narrow with the Blackmail answer. Maybe if there wasn’t a accomplice motive selector?

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Interesting mystery.

Mechanics worked, it could use some juice to make interactions and talking more interesting. The evidence presenting was quick and easy to use which I like. No fiddling with inventory or nested menus to present all of them.

I enjoyed solving the mystery. The writing was subtle enough that it took some brainpower to figure out, but was still solvable quickly.

I liked the persons tab. It helped me come to a decision faster since I didn't have to walk back and forth as much and it helped solidify who was who.

The art is a mixed bag. It's good in the sense that the characters are mostly easily distinguishable and the rooms are also easily mapped out due to the different flooring, but the low resolution on some of the floors and the walls having no depth I think hold the environment design back. I do like the simplicity of the furniture though. They were all easily recognizable even though they're basic shapes.
I kept getting characters mixed up in my mind. I think partially because I hadn't seen all the characters first so I couldn't map their image in my mind when someone mentioned a name. Maybe showing the persons list on start would help.

It would be nice to have an outro that reiterated the motives to confirm suspicions, but it's not super necessary.

All in all a fun mystery.

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The tutorial text could use better layout so that it doesn't jump up when the "press button to continue" prompt pops up. It's really cool that you were able to add a tutorial.

It'd also be nice to have text not reflow in the middle of showing more text.

The redaction tape felt a little low when I first started. I kept starting the redaction too high so I had to go over it twice. After a little bit, I adapted, but it'd probably help to put a virtual cursor with the height of the redaction to make it easier.
I experimented a bit more and it seems to mostly be a case of the shader warping the screen. If you did some reprojecting of the mouse cursor that might also help. (If you click the bottom point of a capital M it places the tape differently when it's on the top of the screen vs the bottom in the first screen after the tutorial.)

One thing I thought about while I was redacting is whether I should mark wide enough height wise to mask the bottom of a 'g' even when there wasn't one just to make it harder to decipher when someone reads it back. Not sure if you're detection is that strict, but something to think about.

The music fits pretty well with the feeling of the game. The timer sound was a good touch and it did make me speed up the last few to make it in time.

The shader does look a little wonky at certain resolutions like when it's embedded and not fullscreen (I'm using a 1440p screen). It looks good when fullscreen.

I like the detail on the documents and how they're written. It's good enough that I was immersed in the world. 

Overall I like the direction you took the prompt in and executed it well. I'd play more if there was more.

Pretty cool. Crashes when the walkers get kidnapped. Took me 4 tries to complete. Got 4 of the kidnappers.

Very cool art and design. The simple models combined with the color palette make for a striking noir feeling.

After I knew what to look for, then it was pretty easy to spot the kidnappers. Their rapid movement makes them quite noticeable when taking the time to look. Though they did stop moving after the ladies got to around the sailboat. I'm guessing that's a bug. It'd be nice if there was better feedback when a walker got kidnapped like a scream or gong sound.

The window scaling is a bit wonky. If you change the aspect ratio to anything other than 16 x 9, then the scan circle changes to an oval.

The music fit well and the rain was soothing.

I like the creativeness of the mask for showing hidden things. It would have been better if the mask size stayed the same size relative to the zoom level so that zooming in didn't make it harder to identify kidnappers.

It'd be nice to be able to control everything with the mouse. Use middle mouse down to move the camera and make the camera move when the cursor touches the edge of the screen.

It got a little repetitive due to the pretty static positions of the kidnappers after restarting so many times. It's also a bit too easy to just spam investigate to uncover them. That's how I got one in my first run.

Overall a pretty cool presentation of shaders and art. Needs a lot of work, but it could be interesting. Congrats on finishing your first game!

I'm glad that the movement felt good. Thanks for playing!

Thanks for playing!

Thanks for playing! I'm glad it feels good for how little testing there was.

Thanks for the review. Yeah, I didn't really have time to balance the difficulty due to cutting it really close on time, but I'm happy with what we were able to submit.

For the bug I thought I had fixed that by adding a dead state, but turns out there was unused code that reactivated the boss if you walked away. Thanks for the report!

Short but fun game. Funnily enough, the game is somewhat playable on mobile since it works using only mouse clicks. The later levels lag a lot, but the first few were possible to complete just by tapping around the screen to collect coins and tapping the cards to spawn sheep.

Love the art. The soft gradients and the simple shapes really give it a calming feel. And the bouncy animation look really good.

The balance is a little off with the fastest and cheesiest way to win is to only spawn Psycho Masks.

The music contributes well to the atmosphere along with the baaing sheep. The bubble pop sounds good and didn't get repetitive surprisingly. 

UI looks nice, but the text size could probably be bigger.

The coin collecting feels good and spawning the sheep feels good. The gameplay does get a little slow if I avoid using Psycho Masks. I like the variety of sheep types and how they interact. I can imagine the gameplay expanding by adding more mask types as the player progresses through the levels.

Overall a nice chill game that just needs a bit more balancing and more levels. Awesome job!

The air control is crazy. I can run jump and do a 360 and land back where I started.

The game seems to freeze up for a second or two when the first enemy gets hit by a bullet.

I'm a little confused on whether the enemies are supposed to attack me. They don't try to attack me if I shoot them from far away. The women don't do anything. The men only attack when getting close.

The procedural level generation is cool. Though I did run into a bug where it generated 3 upward ramps that terminated in a wall. I'm not sure if it's just my luck, but if I take the right hand path, it almost always leads me to the target.

The skill tree needs some description of what the upgrades do. I figured out the bullet one is how many bullets you get in a magazine, but the others I have no idea what they do.

Sound is alright. The music sounds good, but the gunshot seems to not be piercing enough for the enclosed space.

Gun feels ok. Bullets should probably be faster. 

I like the idea of examining people's masks to determine who should be killed and I think that should have been more of a focus compared to the shooter mechanics. Toward more of a object recognition or assassination game rather than an action game type.

Overall looks like the start of a game. Not too much here yet, but I could see it developing into something fun.

Nice. Liked the writing. Wasn't too tough to figure out who to let in. Probably needs more variables to check for as time goes on, but this is a good start!

It's funny that you can drop the ID from up high and it'll still go in.

Music is nice, and the sound effects fit well enough.

For the computer, you could probably add an X on the top right and also something to close it when clicking the grey area outside the computer. I usually throw a full screen TextureButton without a texture behind the menu to do that.

Text was a little small since I couldn't fullscreen or resize the game. 

I liked the character designs and how well their personalities come across through how they speak. Wasn't too overexaggerated, which was nice.

For controls, it'd be nice to be able to keep asking questions without having to click on them after each response.

Overall very good start. I enjoyed it.

Pretty good game. Really cool that you were able to build out the skill tree and all those abilities in time. First playthrough I died due to not killing the shooters fast enough. Only got to the 3rd enemy deer in that one. Second playthrough I was able to defeat the boss.

Sounds are just enough that all the major info is conveyed. The music is decent not super interesting, but does set the tone.

Movement feels good.

Balance is a little wonky in that I didn't really have to remove the mask once I got the hang of the skill tree on my second run. So adding something to make the mask mechanic more prominent would be better.

I didn't experience any lag after the initial shader load in on my first playthrough. Second run was smooth enough that I didn't notice anything.

I was kinda able to cheese the game, but first building bullet damage enough that there were no enemies on screen, then later build speed and health regen so I could just circle the enemies.

I couldn't really tell what my health was. Or when I took damage. I assume the small sound means light damage, and the big smack means big damage, but I couldn't really tell if it was me hitting the enemy or the enemy hitting me.

I bought health regen, but I didn't see a health bar. If it was that blood orb on the bottom right, that disappeared somewhere halfway through. Might have been the super aggressive vignette shader that covered it. I could only really see the center 1/4th of the screen near the end.

Boss felt a little easy. I couldn't see my health, but I got hit by one bullet from almost every one of it's attacks, but I think my health regen (2x health regen, 1x regen speed) and picking up ground stuff outpaced it. (Couldn't tell because couldn't see health bar.)

All in all, good job!

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Nice quick game of point and click. I liked the puzzle section of investigating first to get all the equipment and then reading through the notes. It was a little hard to decipher the instructions, but not impossible. If that's what you were going for then you've succeeded.

For sound the music fits really well. I suggest adding a swish sound when gaining an item. A page turn sound when looking at notes. Praying could use some sound (The classics are a Vocal Ahh, murmuring, or chanting. Though to fit the calmness, maybe just rustling of cloth would work). There's lots of options for the treatment, but I'm sure you've got ideas.

The text could use some line breaks like how a <br> element looks to delineate separate entries and make it easier to tell which text is new. I found myself rereading previous text because I couldn't tell where the new text began due to the scroll not moving to the top of new text.

For the treatment minigame, it would help if the value change text was highlighted somehow. Bolded or italicized or white for good, dark red for bad or something like that. Another minor thing that could improve it would be to add a lerp to the number change on sanity and infection stats as well as the color coding mentioned.

The art fits well. Though the background seems a little stretched horizontally. Take a look at the settings for Expand Mode and Stretch Mode of the TextureRects.
The color for the buttons seem decent, though I think they still need something.
I liked the visible green fog disappearing after curing the diseased. It could probably use a small animation of fading out to transparency.

It would be nice to be able to reread the investigation text after leaving and coming back. Though maybe make the button a different color to show that there's nothing new.

There were only a few bugs. The Pit investigation button can be pressed multiple times and it prints the text again. The Well's investigation button doesn't disable itself. 

All in all a good entry. First time I ran out of sanity, but the second time I was able to figure out how to balance the stats and win. Congrats on your first game completed!

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Very cool game. Pretty challenging, but doable. The movement speed is fine for this type of game. The dash distance was good, but the feel could probably be improved by adding a curve to the speed.
The biggest problem I had was trying to get close enough to attack, but not close enough that the enemy were able to bump attack me. It took me a while to realize that bumping into enemies damaged me. It just didn't feel very good.

The sounds and music fit pretty well with the game play, though the music might be a tad loud

Good variety of enemies and the placement of the slugs at the beginning to practice attacking and distance was nice.

There's a bit of a bug with the charger where if you're more than a body length away from the left side of a rock, it won't stun when it runs into the rock while it's slowing down.

I like the art and animations. The speed lines really add to the dodge and attacks. And the grass is pretty clever for hiding the acid sheep.

The controls are usable, but I had difficulty with them due to unfamiliarity. I kept mixing up the dodge and attack buttons. I suggest WASD, shift, and space or left click for movement, dodge, and attack respectively.

Thanks for the feedback! Yeah, the game is really unbalanced because we cut it really close to the deadline, but I'm happy that we were able to get all the major mechanics in.