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Sundler

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A member registered Apr 18, 2022 · View creator page →

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The game looks excellent.  A lot of work must of gone into the 3D graphics.  Really beautiful music, sets an odd mood for a survival Roguelike though, surely?

Recommendations:

- The controls are odd.  Why not simply automatically move the player to where you left click?  And why not make right click cancel the current action?

- Make a view info panel that shows information about a tile/animal clicked on.  I'd like to know what actions I can take on a given tile.

- The player character looks really strange, especially in light of how nice the rest of the game world is, including what appear to be background elements!  The PC should be the highlight.  It only even shows up when moving.  After a battle, I couldn't even see where on the map I was.

- The combat screen could be improved.  You've got such nice scenery, but no Roguelike basics like weapons, or shields?

- I would leave out the free view camera mode.  Not only does it seem buggy, but it's unnecessary.

- Some of the UI elements disappear from view at lower resolutions.  I simply switched to fullscreen mode, but you'll want to fix the UI scaling.


I'll leave it there.  It's a lot of feedback and there's quite a lot of other games.

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Incredible amount of polish and content for a one week game jam.  I almost made a chess Roguelike myself.  Glad I hadn't now.

My bishop couldn't got stuck on one level:


I really like the idea and execution of this.  The graphics are awesome.  The weapons were great to play with.  A highly enjoyable game that kept me playing.  Excellent job!


More info about the items would really have helped.

Some of the text was off screen.

The font was difficult to read.  I'd recommend using a more traditional pixel font instead.

It wasn't clear how I could equip/use some of the items.

I was eager to play the game from the description, but ended up getting stuck on the first level.  I teleported to the creature's area, but then didn't have enough teleports to get back out.  On my second go, I ignored the first animal and got instantly trapped by a cube, which one shot killed me.

Such a creative idea.  I hope you build on it.

Recommendations:

- Maybe you could make sure the animals don't spawn so close to the player's spawn point.  

- I'm sure if I missed it, but a skip turn key would have been handy.  Especially as you can wait quite some time in places, for example when a creature is blocking an exit.

- It wasn't clear which creatures were dangerous.  This info is needed as some can instakill the player.

- Maybe make the binocular tool something you could instantly access, instead of an item you have to keep selecting in the inventory.  This tool should also tell you if an animal is dangerous or not.

Fun little Binding of Isaac like game.  I thought the tutorial was good.  Game sets up everything clearly.

Like the other comment, it wasn't clear which turrets could be destroyed.

I think some of the purists might consider it a Roguelite rather than a Roguelike due to the fast paced, real-time action.

A fun and simple little Roguelike.  

You could give the player somewhere to hide like in ThiefRL, especially given how small the rooms can be.  

At times, it felt impossible due to so many enemies all in one single tile corridor:


Some sounds would also have been welcome.

This was a really interesting twist on the genre.  It was fun and engaging.  I feel like with more elements, this could be a really good game.  It's definitely the start of something.

I didn't mind that the enemy moves in real time and so absurdly fast!  But, I feel the player character should keep moving when w/a/s/d are pressed.  I was frantically key mashing at times.  Did you try out having them move on turns?  Perhaps try using multiple enemies?

Also, the game could have done with some background music, but that's a minor issue.

This was an incredibly fun game to play.  I spent longer on it than I intended to.  A really impressive and unique puzzle Roguelike.  Although the purists may argue about whether it's truly a Roguelike at all ;)

5 stars all round from me.  Well done.

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https://sundle.itch.io/roguefall



Update:

  • fixed bugs
  • boss fight
  • hunger clock
  • lots of icons
  • copied over my usual shaders

Next:

Not much time left, so I'll probably wrap up as best as I can. Don't want to add much more to it otherwise I won't have a complete game. It's better to release a short game than an over-scoped half-game. I might just add end of level upgrades and try to do them in a non-modal way.

Roguefall update

So, turns out platformer physics is tricky, especially when you add the complexity of wrapping the world Asteroids style and modern tropes like wall jumping and dashing. There are various edge cases. What started simple has now become a lot less so. Might have to just remove some of these altogether. Just shows you how much heavy lifting modern game engines do when it comes to physics. We get so used to it.

Still managed to add quite a bit, such as targeting and shooting projectiles. Enemies are recognisably different. Added a few items. Copied over a log messaging feature. Added Godot's new AudioStreamPlaylist that makes handling background music so trivial it doesn't even need a script!

Got quite a lot done since my last update 2 days ago.

  • A name: Roguefall, because it's a roguelike platformer.
  • Movement, jumping, bashing.
  • Copied some enemies from previous games in.
  • Changed the look by adding colours!!
  • Added basic spikes.

During a game jam, you really don't have the time to explore different avenues and so are forced to just go with the flow. It means you get far into making an actual game/prototype, in a short period of time, but you end up with lots doubts over what could have been done better.

Moving forward:

  • Ranged attacks.
  • Make enemies behave differently. For example, ghosts should be able to just move through barriers.
  • I'm considering adding some kind of hunger clock in the form of a turn countdown. Meaning the player has to slay the mob within a number of turns, but can increase this limit by collecting, err, sand timer drops? This could just ruin the game play, but rls often have mechanics to hurry the player along. I could alternatively just score the player based on how quickly they beat the level. That's a common aspect of roguelites.

Really like the art style.  That colour palette is very cool.

There's not much to show, but it's something.

I initially wanted to create a chess roguelike, but I feel like they're over done.  There are lots of these on Itch already.  So, I'm going for a turn based platformer roguelike instead.  

I got inspired by a truly brilliant, old mobile roguelike called Hoplite.  And I thought, Hoplite, hop, jump, platformer!

Good luck!

Great level of polish.  The fast motion is very satisfying.  Nice use of slow motion.  Good visuals, music, and sound effects.  I think the game would have benefited from more feedback and clarity when it comes to the mechanics, but that's obviously a level of polish beyond a game jam.

Nice and smooth drifting.  Cool destruction effect.  Reminds me of that mission in Saint's Row 3.

That's intentional.  Party games are often tricky.  It's what makes them so much fun to play with friends.  Check out videos of people playing overcooked together, for example.  Easy games would just be boring when competing against friends/family.

Now, that's a fun game.  Very whacky, but the game is crying out for enemies.

That's quite an impressive amount of work to accomplish in just one week.  What's your secret? ;P

Really interesting strategy game.  Looks absolutely amazing.  Well done.

Awesome chip tune music and really nice retro art.  The animation was excellent.  Takes me back to the snes days.

Game was quite tough though.  Even the very beginning.

Probably, I might have gotten carried away with the slick theme. :P

Interesting concept and challenge, especially with regards to memory.  

Amazing stealth game.  Really awesome work.  Best game I've played this jam.

It's a decent entry.  Just needed more levels and more cheese!

Very slick game.  Fits the theme well.  Good puzzles and mechanics.  Nice tutorial levels at the beginning.  Short and interesting levels.

I recommend adding some music to it.

Really nifty game.  Using mouse gestures for actions was just great.  It was quite difficult though, right from the start.  Maybe make it easier to begin with and ramp up the difficulty with time.

This would greatly help out people participating in game jams.  Many description pages don't even bother mentioning if they're unrated.  Sometimes, you only find out at the end.

Rated game jams definitely provide more feedback and reviews for the average submission.

Into the depths.

It seems as if 80% of blender's learning resources are aimed at realism.  People are completely obsessed with realistic models, animations, etc.  It's slim pickings for those of us looking to create more stylised material, despite how better suited it is to indie games.

One large problem is finding references to practise our skills on.  Blender pros heavily recommend beginners use reference drawings to practise making models.  But almost all of these are realistic.  They're often tracings of photographs.  So, it's difficult to find abstract reference materials.

You could argue just make a low poly whatever character, with no references.  But then what of the other assets?  How could I match the design for surrounding buildings, furniture, props, items, etc?

Thanks for this feedback.

Bones are "bullets" that skeleton enemies attack you with, if they detect you.  You want to avoid getting hit by them when your health is low.  Sorry for the logo button, I hadn't realised it got in the way.

I like the core game play and idea.  Creating a strategy game out of breeding animals is certainly novel and intriguing.

Parts of the screen are cut off due to the limited size of the window.  I was unable to see ribbons I had purchased.  You should change the game window on the itch page and tick the fullscreen.  This can be done without altering your game.

I wasn't really sure how the scoring worked.  It wasn't clear what the combos score.  I seem to do ok just by placing the sheep randomly.  The hazards strike randomly, it doesn't really feel fair.  Perhaps positioning could be more strategic.   It would have been nice to mix multiple traits.  For example, size or shape.  That would have added more choice.

I would add a restart game button instead of telling people to reload the entire page.

The art styles are very mixed.  You have realistic looking backgrounds against hand painted art.  It would've been better to forego the backgrounds and just paint a quick and simple blue sky.

This has clear potential, but there's a bit of work to be done.

This is an overly ambitious project with a large scope.  Granted, I don't know what level you're at, as your profile is completely empty.  So, you could well be a professional with years of AAA experience.  If not, then it would be better to make much smaller and simpler games before venturing into AA/AAA territory.

Cool, I'm also making a heist game.  Not done yet though.

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It's better not to worry about the literal, technical definition.  That way, the phrase is open to interpretation, which makes for more interesting ideas.

For example, the word biscuit came from Latin and meant cook twice.  So, maybe make a game about taking risks with cooking.

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I played the latest 0.9 version.

I really like the idea and admire the audacity to take on a physics based Jenga game.  It's a tough challenge.  

The outcome is very janky.  Perhaps that's the intention?  Play is obviously very tricky.

The difficulty is very high right from the start.  You could let the player start with a simpler tower and work up to increasingly larger ones.  

Selecting blocks needs a little work.  It's often not clear which blocks have been selected.  You think you're removing just the central one, but a neighbouring block is also removed despite the direction being clear.  The small black outline isn't enough.

One game play issue, is that although there are different types of blocks, you can only safely remove the ones at the top.  So, you don't really feel like you have much of a choice.

Really could do with some music too.  And some optimisation, the load is really high.

It's a perfectly legitimate use of torrent tech.  I think various media players do it.  Given how large many projects are now, and they don't seem to be getting smaller, it could save a lot of bandwidth.  Even for unpopular downloads, it's no worse than the current load.

Good luck to you all!

Remember to download the latest stable Godot build (currently version 4.4.1) and to use compatibility mode.

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The concept is a good one and is well executed.  It fits the theme perfectly.  Visuals look decent.  I'm not sure about the guy yelling. in the background though.  Level design is really great.  It has so much tactical game design potential.

Using the R key for restart isn't a good idea in a FPS game.  I instinctively pressed it to reload.

This is such a great game.  The graphics fit the style of play.  As does the music and sound effects.  There's so much variety of mini games.  They're very simple, but that's fine for a short game jam.  It was definitely enjoyable, especially as no single activity drags for too long.  It was easy, but again, that's fine for a game jam and suits the game style.

I wasn't too sure about the theme though.  It seems like quite a stretch.  You clearly put a lot of work into this, so you could easily have spent more time on a more fitting game.