Thank you! I just started on a new project and it felt nice to remind myself what worked well in the previous one.
Thank you! I just started on a new project and it felt nice to remind myself what worked well in the previous one.
Grow home, it surprisingly gives me Death Stranding vibes
How does it compare to nobara?
this is the best timeline
Love these blog posts from them
Thanks! I’m pretty happy with how that turned out, there’s cartoony art+cartoony sound effects+ cartoony gameplay
Thank you! You mean the theme of the game or the Godot UI theme?
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 😆
Return to menu is good, I’ll add it to my list for next patch! I was playing a bit yesterday to see how high I could score: https://steamuserimages-a.akamaihd.net/ugc/2486635451064632667/6E585FBAF895F9EA93278135F7904F9B0E2A2B51/
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
Making titles is almost as hard as making games 😂
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
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
Seems like a good video, I’m in favor of any advice that says to focus on your game
Sounds cool! What are you using instead of an engine?
Definitely! The gameplay loop of action <-> base management is super cool. You end up feeling attached to the characters you’ve leveled high, so the missions feel high stakes even though losing characters isn’t really that punishing in actuality.
I thought the game looked too chaotic in the trailers, but it allows you to play methodically if you want to.
That would definitely be an improvement, using classes is probably more robust. In my case, the project wasn’t too huge and it was solo, so I never hit issues with string references.