Love to see it! I followed that tutorial and this is a substantial and nicely polished upgrade over what was demonstrated there. (Not a knock on the tutorial of course.) Well done! Happy to see...
Love to see it! I followed that tutorial and this is a substantial and nicely polished upgrade over what was demonstrated there. (Not a knock on the tutorial of course.) Well done! Happy to see fellow devs embarking on this new-to-us gamedev/Godot journey!
Thank you!! I spent more time polishing than I probably should have, but learned some Godot quirks and have some scenes I can reuse elsewhere so I think it was still a worthwhile exploration. It...
Thank you!! I spent more time polishing than I probably should have, but learned some Godot quirks and have some scenes I can reuse elsewhere so I think it was still a worthwhile exploration. It is nice to hear from somebody else that did the course too!
I've been learning Godot and extended one of the courses into my own project! It's a bullet hell/twin stick shooter that takes several minutes for a round. Can be played in browser or natively on...
I've been learning Godot and extended one of the courses into my own project! It's a bullet hell/twin stick shooter that takes several minutes for a round. Can be played in browser or natively on Linux/windows. Supports mouse+KB, controller, and touchscreen inputs (toggle the touch controller on from the main menu).
Zap is a speedy mage with a high rate of fire. Slime Queen is slower with slow bubble projectiles but summons slime minions. She ends up being a lot easier but I don't really care about balance, I enjoy both.
Check out the credits, while I worked on it alone, I had plenty of help from others in the form of courses, assets, and plugins.
Thank you!! Feedback is welcome. Hearing what other folks make of it is useful (though I'm aware of some issues), particularly if I end up writing a retrospective.
Thank you!! Feedback is welcome. Hearing what other folks make of it is useful (though I'm aware of some issues), particularly if I end up writing a retrospective.
Ok, here goes =) I tried it on mobile first, for some reason the right thumbstick felt very unreliable, it'd just shooting and not continue for a long while until it started again. This may be...
Ok, here goes =)
I tried it on mobile first, for some reason the right thumbstick felt very unreliable, it'd just shooting and not continue for a long while until it started again. This may be related to the small bat shots being really hard to see on my phone, but I'm not sure that's only it. That said, I really liked that the bat shots interrupted my own shooting when I saw them. It made getting hit much more impactful and obvious.
The game played much better with a proper gamepad on my pc. The two above problems were not noticable at all then. I think Zap were actually fairly balanced on pc with a controller, although I only tried it once. The Queen however were not balanced. The start was ok, but once I aggregated a critical mass I didn't even need to play. I stopped playing somewhere between 4-5k points having a blubbering mass of little friendly critters around me, no enemy at all on the screen. At that point I started eating my food and slightly after 8k points I died having done nothing while eating. I really like the little green critters though, but maybe limit the amount of them, either by limiting their lifetime or just a strict limit killing the oldest one when getting more than X critters. There was also what felt like an abundance of powerups during the Queen run, meaning that I early on I could just heal whenever I was getting low on hp.
To sum up some easy changes I think would make the game more balanced
Bigger shots from the bats to be easier seen on mobile.
Try doing something with the right thumbstick on mobile, if you're not on 4.7 they added builtin virtual thumbstick support that you could try.
Spawn less powerups the longer the run becomes (or if you want to be fancy, maybe diminishable returns on move and attack speed).
Thanks for the feedback!! I quite appreciate the time you've taken to write this up. I didn't know 4.7 added virtual joysticks so I'll definitely check those out later. My partner reported a...
Thanks for the feedback!! I quite appreciate the time you've taken to write this up.
I didn't know 4.7 added virtual joysticks so I'll definitely check those out later. My partner reported a similar issue that resolved after I moved the stick and increased the clamp zone, it's quite sensitive about the clamp, otherwise the logic is the same as the controller so thank you for trying both. I'll see if I can't reproduce it and add a grace period to make it forgiving.
I hadn't considered doing a max lifetime on the slimes but that feels fair! Maybe I could even slow them down until they lose steam... Believe it or not, there is a current cap on the slime count. I was enjoying watching them move like an ocean but yeah that 4-8k point range was about where she was trivial in my tests and watching others.
There is a cap on how many of each speed potion will drop and a total potions spawned cap that decreases when you hit the cap on the other two, but some runs still feel inundated with health potions so it could probably use some tweaking. I was thinking of doing some sort of difficulty settings as I've had quite a wide range in player skill.
That was fun! One bug: the big mushroom monsters can still shoot after they are dead. Maybe it's just an animation thing (takes a long time for the black smudge shot to start its animation) but...
That was fun!
One bug: the big mushroom monsters can still shoot after they are dead. Maybe it's just an animation thing (takes a long time for the black smudge shot to start its animation) but it's frustrating killing one and then getting hit by their attack that looks like it started after that fact.
One suggestion: Make the screen scroll a bit more on the edge. On my phone it was annoying when my character went underneath my fingers.
Thanks for the feedback! I'll see if I can reproduce the shots after death, that would be frustrating! I didn't even try getting that close to the wall on touchscreen, that should be pretty easy...
Thanks for the feedback! I'll see if I can reproduce the shots after death, that would be frustrating! I didn't even try getting that close to the wall on touchscreen, that should be pretty easy to do.
Love to see it! I followed that tutorial and this is a substantial and nicely polished upgrade over what was demonstrated there. (Not a knock on the tutorial of course.) Well done! Happy to see fellow devs embarking on this new-to-us gamedev/Godot journey!
Thank you!! I spent more time polishing than I probably should have, but learned some Godot quirks and have some scenes I can reuse elsewhere so I think it was still a worthwhile exploration. It is nice to hear from somebody else that did the course too!
I've been learning Godot and extended one of the courses into my own project! It's a bullet hell/twin stick shooter that takes several minutes for a round. Can be played in browser or natively on Linux/windows. Supports mouse+KB, controller, and touchscreen inputs (toggle the touch controller on from the main menu).
Zap is a speedy mage with a high rate of fire. Slime Queen is slower with slow bubble projectiles but summons slime minions. She ends up being a lot easier but I don't really care about balance, I enjoy both.
Check out the credits, while I worked on it alone, I had plenty of help from others in the form of courses, assets, and plugins.
Impressive for a first project, do you want feedback? Either way, you should be very proud of your accomplishment. :)
Thank you!! Feedback is welcome. Hearing what other folks make of it is useful (though I'm aware of some issues), particularly if I end up writing a retrospective.
Ok, here goes =)
I tried it on mobile first, for some reason the right thumbstick felt very unreliable, it'd just shooting and not continue for a long while until it started again. This may be related to the small bat shots being really hard to see on my phone, but I'm not sure that's only it. That said, I really liked that the bat shots interrupted my own shooting when I saw them. It made getting hit much more impactful and obvious.
The game played much better with a proper gamepad on my pc. The two above problems were not noticable at all then. I think Zap were actually fairly balanced on pc with a controller, although I only tried it once. The Queen however were not balanced. The start was ok, but once I aggregated a critical mass I didn't even need to play. I stopped playing somewhere between 4-5k points having a blubbering mass of little friendly critters around me, no enemy at all on the screen. At that point I started eating my food and slightly after 8k points I died having done nothing while eating. I really like the little green critters though, but maybe limit the amount of them, either by limiting their lifetime or just a strict limit killing the oldest one when getting more than X critters. There was also what felt like an abundance of powerups during the Queen run, meaning that I early on I could just heal whenever I was getting low on hp.
To sum up some easy changes I think would make the game more balanced
Thanks for the feedback!! I quite appreciate the time you've taken to write this up.
I didn't know 4.7 added virtual joysticks so I'll definitely check those out later. My partner reported a similar issue that resolved after I moved the stick and increased the clamp zone, it's quite sensitive about the clamp, otherwise the logic is the same as the controller so thank you for trying both. I'll see if I can't reproduce it and add a grace period to make it forgiving.
I hadn't considered doing a max lifetime on the slimes but that feels fair! Maybe I could even slow them down until they lose steam... Believe it or not, there is a current cap on the slime count. I was enjoying watching them move like an ocean but yeah that 4-8k point range was about where she was trivial in my tests and watching others.
There is a cap on how many of each speed potion will drop and a total potions spawned cap that decreases when you hit the cap on the other two, but some runs still feel inundated with health potions so it could probably use some tweaking. I was thinking of doing some sort of difficulty settings as I've had quite a wide range in player skill.
Thanks again :D
You can read about the virtual joystick here: https://godotengine.org/article/dev-snapshot-godot-4-7-dev-1/
That was fun!
One bug: the big mushroom monsters can still shoot after they are dead. Maybe it's just an animation thing (takes a long time for the black smudge shot to start its animation) but it's frustrating killing one and then getting hit by their attack that looks like it started after that fact.
One suggestion: Make the screen scroll a bit more on the edge. On my phone it was annoying when my character went underneath my fingers.
Thanks for the feedback! I'll see if I can reproduce the shots after death, that would be frustrating! I didn't even try getting that close to the wall on touchscreen, that should be pretty easy to do.
My first attempt was (on mobile) a time of 2:10 and a score of 1284 :) fun game, good job!