I just released my Godot-made game!
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
https://store.steampowered.com/app/3050120/Twinkle_Stardusts_Catnap_Chaos/Open linkView original on lemmy.one104
Comments17
How did I read that as "I just realised my Godot made a game"
Making titles is almost as hard as making games 😂
I bet it's about coffee.
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.
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
Ayy, looks cute. I was also playing with time slowing in my project which is always fun. Did you use
Engine.time_scaleto do that?Just bought it, gonna give it a try for a bit :)
EDIT: Do you want some detailed feedback on the game?
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
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
General
Upgrades
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
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.
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/
Congrat. How long did it take to build this game ?
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 😆
@TheLongPrice congrats!! Haha solid theming :D
Thank you! You mean the theme of the game or the Godot UI theme?
@TheLongPrice I meant the theme of the game, but the UI is also well done 😁 !
Thanks! I'm pretty happy with how that turned out, there's cartoony art+cartoony sound effects+ cartoony gameplay