Dust: Guardian of The Light Tree by Houcine Chelbi
Explore Dust's beautiful small world and help him on his journey protecting it and saving it's light source from being affected by darkness
Keyboard controlls:
W,S,A,D to move
Space to jump( you can also double jump)
Right mouse button to attack
R to restart
Escape to quit
Tools used:
Blender
Godot Engine
Credits:
Music by: Tom Peter
Everything else by: Houcine Chelbi
Download: https://houcine-chelbi.itch.io/dust-guardian-of-the-light-tree



Ratings
| Overall | 649th | 2.879⭐ | 35🧑⚖️ |
| Fun | 689th | 2.455⭐ | 35🧑⚖️ |
| Innovation | 641th | 2.576⭐ | 35🧑⚖️ |
| Theme | 543th | 3.091⭐ | 35🧑⚖️ |
| Graphics | 297th | 3.758⭐ | 35🧑⚖️ |
| Audio | 216th | 3.406⭐ | 34🧑⚖️ |
| Mood | 428th | 3.156⭐ | 34🧑⚖️ |
| Given | 28🗳️ | 5🗨️ |
There are too many objects and it's hard to hit them.
My record is 9! Well done, and the music is good :) What do you use?
I'm using Blender for modeling and Godot for creating the game.
The song really fits the overall ambient and it makes for an awesome atmosphere.
Great job dude!
Feed back ->
I really liked the main character's model.
Most of the animations worked well.
Would have been nice to have the tree more centered on the island so you could walk around it easier.
some sound effects on on hit (dark orb on tree or sword on dark orb) would have rounded out the audio nicely.
The attack animations were slow and paused a long time at the end of the attacks. I had a really hard time actually hitting the dark orbs with my sword. not sure if it was a hit box issue, perspective issue, or just the speed of the animations.
I would say, this could become a very playable and enjoyable game with some work.
it would be nice if the light of the tree slowly faded to black as it got hurt.
I would move the camera focal point to the top of the character's head (or there abouts), it would improve the framing and allow seeing around the character better.
If I may ask, how did you enjoy working with Godot 3D? I haven't used the engine since it was only 2D and I'm thinking about giving it another try.
When first jumping, I fell because I was surprised that he has no momentum at all. It also took me many deaths before I realized I can double-jump. I felt it was hard to hit the black things, especially as there was no sound effect to indicate whether I had hit it.
@casualmaverick Godot is now much more improved than how it was before, there is almost no difference between working with it's 2D or 3D and it's feautures reduces alot of work in both dimensions, especially because it is an editor based engine.
I really like it and i think that it worth a try!
The enemies are a bit basic and killing them is hard, unclear whether you killed them and not really satisfing. Am i missing something or are enemies often unreachable?
Good mood, theme and graphics, gameplay could use some work. Overall good job!
The idea and mechanic is also really good, i just think the balancing in this game is still kinda hard and unpredictable, sometimes is just more easy stick to the tree and not use the platforms to chase these shards at all.
But for the rest, its a really good and fun game, keep it up because it has potencial to become a very good actiopn / tower defense hybrid game in the future, great job!
Also, test my compo entry here too, need some more few ratings too now! thanks ;D
https://ldjam.com/events/ludum-dare/38/anthills-multitask
I found it difficult to actually defend the tree with it being attacked from all sides in such large numbers. Some delay in their spawn or speed might have made it easier, or a ranged weapon. I liked the art style and the music was nice in the background. As Tom Peter isn't listed under members of the team I can't really rate audio if it is just someone else's music.
The movement did feel very solid though.
I also think that the player's capacity of covering a larger area is somewhat compromised, which makes the enemies even more overwhelming since they are numerous and spawn from different directions. Maybe multi-jumps instead of double-jumping? Making the player slightly faster could also work. The movement and animation itself did have a solid feel though.
Keep at it and good luck with feedbacks!