this post was submitted on 09 Aug 2024
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Godot

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Welcome to the programming.dev Godot community!

This is a place where you can discuss about anything relating to the Godot game engine. Feel free to ask questions, post tutorials, show off your godot game, etc.

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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

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[โ€“] callyral@pawb.social 7 points 2 months ago (2 children)

How did I read that as "I just realised my Godot made a game"

[โ€“] TheLongPrice@lemmy.one 4 points 2 months ago

Making titles is almost as hard as making games ๐Ÿ˜‚

[โ€“] Snowpix@lemmy.ca 1 points 2 months ago

I bet it's about coffee.

[โ€“] kryllic@programming.dev 5 points 2 months ago (1 children)

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.

[โ€“] TheLongPrice@lemmy.one 3 points 2 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

[โ€“] unexposedhazard@discuss.tchncs.de 4 points 2 months ago* (last edited 2 months ago) (1 children)

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?

[โ€“] TheLongPrice@lemmy.one 3 points 2 months ago (1 children)

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

[โ€“] unexposedhazard@discuss.tchncs.de 4 points 2 months ago* (last edited 2 months ago) (1 children)

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?
[โ€“] TheLongPrice@lemmy.one 1 points 2 months ago (1 children)

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

[โ€“] unexposedhazard@discuss.tchncs.de 2 points 2 months ago (1 children)

Regarding the difficulty:

I didnt really attempt to do any optimizing to my strategy so makes sense. From the general feel i got from the game, i was expecting to just blaze through the first "level" of the game and for it to then ramp up a bit, but thats just a design choice i guess.

One more thing im missing is "return to menu" in case you wanna restart your run.

[โ€“] TheLongPrice@lemmy.one 2 points 2 months ago

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/

[โ€“] madeindjs@programming.dev 3 points 2 months ago (1 children)

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

[โ€“] TheLongPrice@lemmy.one 4 points 2 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 ๐Ÿ˜†

[โ€“] doomski@mstdn.games 1 points 2 months ago (1 children)
[โ€“] TheLongPrice@lemmy.one 1 points 2 months ago (1 children)

Thank you! You mean the theme of the game or the Godot UI theme?

[โ€“] doomski@mstdn.games 1 points 2 months ago (1 children)

@TheLongPrice I meant the theme of the game, but the UI is also well done ๐Ÿ˜ !

[โ€“] TheLongPrice@lemmy.one 1 points 2 months ago

Thanks! I'm pretty happy with how that turned out, there's cartoony art+cartoony sound effects+ cartoony gameplay