Available on Linux and Windows (and developed on Linux!)

It was honestly so fun to develop using this engine, it’s so lean compared to something like Unity

  • kryllic
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    3 months ago

    Congrats on releasing a game! It’s a large undertaking to code in general let alone release something, so kudos for sticking it through! Out of curiosity, how did you determine system specs for your game? I have a 2D SHMUP that I’m writing and was trying to find a solid answer online, and it seems it ranges from “take a wild guess” to “hope you like excel spreadsheets” lol.

    • TheLongPrice@lemmy.oneOP
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      3 months ago

      I took a wild guess also! I looked for similar Godot games on the steam store. I did try to err on the cautious side though

  • unexposedhazard@discuss.tchncs.de
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    3 months ago

    Ayy, looks cute. I was also playing with time slowing in my project which is always fun. Did you use Engine.time_scale to do that?

    Just bought it, gonna give it a try for a bit :)

    EDIT: Do you want some detailed feedback on the game?

    • TheLongPrice@lemmy.oneOP
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      3 months ago

      Yes, I tween that for my hitstop effect! Let me know what you think. I struggled a bit to describe the game, it’s kind of a strange combination of things

      • unexposedhazard@discuss.tchncs.de
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        3 months ago

        I really like the sounds and chill background music :) Also CAT!

        Here are some issues i noticed, hope it doesnt come off as harsh.

        Input

        • Either controller only or have proper info for both, for example it only says “Hold A to contine”. It should be easy enough to just add a toggle into the settings to switch out the strings for mouse and keyboard ones.
        • The time for upgrade info to pop up feels really long/sluggish

        General

        • I thought the stool was a reward thing. Maybe differentiate rewards from costs by color coding the labels
        • Time freeze when kicking is a bit strong/long, feels like the game freezes
        • Table blocks walking from the upgrade button directly into the upgrade
        • Because of the previous one and fairly slidy movement, its easy to accidentally walk into the reroll dice
        • How does the wave progression work? Are there supposed to be more and more mice? Sometimes there are lots even in early waves and sometimes almost none. I might just suck but i still havent been able to get to 70$ to be able to buy any fish at wave 21.

        Upgrades

        • Cheese feels like a punishment sometimes because it forces mice to walk through the middle
        • Is the web supposed to also slow the player?
        • What is supposed to happen with empty cat robots? They are kinda just standing there meowing. Can you recharge them or do they die or just stay there inanimate?
        • TheLongPrice@lemmy.oneOP
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          3 months ago

          The feedback is very appreciated! I’m collecting a list of things for future patches.

          For the difficulty, I definitely skewed towards more difficult because it’s an arcade style game. There’s always a base of 6 mice per wave, but each power up you purchase adds a mouse to the next wave. The idea is that you can either be really good at bouncing, or you make good use of power ups to be able to reach $70. If you can earn enough to get one power up in a wave, try using that to help start snowballing to higher moneys in subsequent waves

  • madeindjs
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    3 months ago

    Congrat. How long did it take to build this game ?

    • TheLongPrice@lemmy.oneOP
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      3 months ago

      Thank you! I worked on this in my free time, about 4-8 hours a week roughly, over 2.5 years. It definitely took longer than expected but it was a good lesson in learning how to scope. My biggest regret is probably not doing more design work before I started implementing things.

      I also kind of regret doing most of the art myself, next time I would definitely start with premade assets or work with an artist.

      I was pleasantly surprised by how much I enjoyed doing some of my own sound effects though. It turns out you just hit things with other things near a microphone 😆