LD 41 April 20–23, 2018

HTML 5 games that need votes

as with the last post, if your game has less than 20 ratings, feel free to post it in the comments.

My game finally has enough votes, but a lot of games still don’t. Among those are:

https://ldjam.com/events/ludum-dare/41/gunvolleyball

https://ldjam.com/events/ludum-dare/41/amazing-blackjack

https://ldjam.com/events/ludum-dare/41/false-sos

https://ldjam.com/events/ludum-dare/41/jotunn-trivia

https://ldjam.com/events/ludum-dare/41/smacktalk-live

https://ldjam.com/events/ludum-dare/41/splitscreen-hide-n-seek

https://ldjam.com/events/ludum-dare/41/super-turbo-fishing

https://ldjam.com/events/ludum-dare/41/battlefield-hearts

https://ldjam.com/events/ludum-dare/41/just-one-more-flap

Best of all, these can all be played in browser.

as always, they can all be found at https://ldjam.com/games/danger/all and https://ldjam.com/games/zero/all

Please show your support to all the games you can by helping them reach enough votes for a score.

Hey! Checkout our game!

We would deeply appreciate if you would look at our game! We only need 9 rating more. If you comment on the game we will also try to rate your game as well! https://ldjam.com/events/ludum-dare/41/the-forgotten-jacket

Grab your Cardboard and play!

If you got a cardboard compatible vr headset and a android phone at hand I would really appreciate your rating, so we can achieve the 20 votes for our first entry. Just download it from the playstore and try it out! :) https://ldjam.com/events/ludum-dare/41/wrongpriorities

Can you break all the blocks or get lost?

Hello! I suggest you play my game. This is a noir, a roguelike and a simulator of a spacecraft control. Hardcore control and a spatial puzzle awaits you.

Can you break all the blocks or get lost?

You can play from the browser...

https://ldjam.com/events/ludum-dare/41/cold-stars-empty-voxels 102e7.gif

Share your print screens of Blindly Loving

I hope you enjoy the experience me and my friend created. Share your screenshots full of loving pairs!

Here is the link for the game: https://ldjam.com/events/ludum-dare/41/blindly-loving

Cheers everyone. BlindlyLoving.png

Shuffle Climber - An Endless Card Game/Platformer!

Will you ever reach the top? (Or at least the clouds)

For returning players:

Thank you all for the precious feedback you gave us. You will find some neat fixes and value tweaks that make the gameplay more dynamic! (you can already see it in the GIF! :wink:).

Check it out here: https://ldjam.com/events/ludum-dare/41/shuffle-climber

Shuffle Climber (Tweaked).gif

MiniGame Racing Postmortem

The Process

The Idea

After the theme was announced, brainstorming began immediately (my boyfriend was a good sport and helped by letting me bounce ideas off him, despite being violently ill a few hours before the beginning of Ludum Dare and only waking up 30 min before the start). We wrote down twenty different genres on a dry erase board and rolled a D20 until we had 8 pairs. From the 8 pairs, we dropped 4 that felt like immediate duds. From that 4, I wrote a very short potential design document and risk assessment to figure out which idea I would pick. I only ended up writing two of these up, as I ended up falling in love with the final idea very quickly. I had also considered making a tower-defense/visual novel where your performance in a cursed, crappy tower defense game determined what would happen in a visual novel, but decided against it as making enough content to make a visual novel interesting in 48 hours would have been too much for a first jam. Still think it’s a cute idea.

30943469em10156260227177243/em1115320315_n.jpg Pure chicken scratch

The original concept was a Racing/Roguelike, where you are a teenager borrowing your parents’ car to race competitively, and damaging your car would result in your parents “totally killing you” and you have to start all over with a new teenager and stats. These stats were going to influence things like how well you drive, how hard the distractions would be, and whether you were able to repair damage to your car yourself.

Prototyping

I first started with a paper prototype, which mostly just served as a visual prototype. Cam drew a level and I cut out a window from another piece of paper to act as the camera view. We used a cake board game piece from the Portal board game, and a 4-Sided Die and a metronome. We moved the camera view to the metronome beat, and randomly I would put a “distraction” on the board, then roll the 4 sided die to determine how long the distraction would be in the way. This probably didn’t help identify how the car would actually move, but it did help establish some mechanics, like answering texts as you drive, and how the car is in constant motion and you cannot stop. The original window was also much too large and revealed too much of the level at once, so I made it smaller. While you can only paper prototype a driving game but so much, it was still very helpful!

30948026em10156260284412243/em977741716_o (1).jpg This is probably the most useless looking paper prototype ever made

Day 1

firstgif.gif I started with the basics – getting the car moving in a way I felt worked well. I decided early on that, since the main character is supposed to be a teenager, the driving probably shouldn’t be super tight and precise (less work for me!). Narratively, having the driving feel like you’re a professional driver wouldn’t make much sense. Once the base driving was there, I had to start establishing the rules such as what happens when the player collides with walls? To simplify things for myself, and prevent people from being disoriented when hitting the wall, I went for the “don’t touch the sides” approach. It was the simplest solution for handling the failure state, but this decision ended up being a factor in changing the theme. At this point, the game was already pretty fun! The driving was a bit sloppy, but it made navigating these very simple test levels feel more challenging. I spent too much time just playing in this phase I think.

I also made a quick model for a teenage girl to get ready for the procedurally-generated teens. I use Illustrator to make the base with the intention of putting her in After Effects using the DUIK plugin to rig her, then put her in various poses and exporting as a single frame. This would let me make multiple poses for one female model quickly and also swap out color palettes for her skin quickly too.

Untitled.png This never made it into the game, but she’s there to be rigged later if I ever need it.

Day 2

I basically woke up realizing I wasn’t into the roguelike theme anymore. I felt that there wasn’t enough of an incompatibility in the genres (because yeah, if you total your car, you lose that car. That’s just real life) but I still liked the distractions that were meant to make the game harder. I also realized other decisions I made would have made the roguelike portion very slow, and annoying, having to reroll for a new character after every death. (Also, did not have time left for procedural generation. Was already cutting it). So, I decided to scrap the genre entirely and focus on what I already had – minigames!

I had already programmed the first minigame and created the mechanism to generate them, and it completely changed how the game felt. Now I was desperately trying not to touch the walls and what was originally a decent driving game was now an anxiety-filled gauntlet...I kind of fell in love with it. Untitled Project2.gif I decided to run with this, and maintain the games difficulty. I added 3 other minigames, some more polished than others, and built a few more levels. I didn’t have any time left to polish the graphics, and I had Cam search for free music and generate sound effects from bfxr.net. Cam had an idea of the walls changing color to emphasize the “don’t touch the sides” feel. I went a little further with this, having the walls change from yellow, orange, and red, depending on how close the player got. I also added a siren sound when getting to close. These visual and audio cues seemed to help offset these crazy large distractions completely blocking the view. I had considered making these distractions partially transparent, but that made the challenges a bit too easy and defeated the purpose. So now, players can listen to the audio cues to correct themselves or see the crazy amount of red on the walls.

What Went Right

The blend was surprisingly great (I think) – for two incompatible genres, this was actually pretty fun. By dropping the roguelike theme, the game basically became a “Distracted Driving PSA”, which is great since my day job is making educational material (and eventually educational games) and it was great practicing making a game where the mechanics had to serve the message. While it’s not foolproof, play testers were immediately able to pick up on the theme and message without it having to be shoved in their face, which is always ideal!

The simple graphics and levels helped – While I was upset I didn’t get to use my artistic skills in this project but so much, I think it worked to the games favor. Watching play testers, most enter the game not expecting much of a challenge. Somewhere around level 3 is where things start to click for people. Suddenly they’re cursing at the screen and having very physical reactions to crashing the car. From the playtesting, I’ve watched personally, people get INTO it. I felt like a proud mama. I think the readability was also helped by the very basic colors and details, especially considering how the screen is literally blocked for portions of the game.

The little things – The visual and audio feedback for walls, the placement of event tripwires, not putting a point incentive to the distractions so players to choose to ignore them (Which you SHOULD be doing. You’re driving!) and that the car moves forward on its own. That last one is honestly important. It keeps players from having this moment of “what am I supposed to do?” and turns it into “oh god I’m moving!” and helps with the immediate engagement as well as adds a layer of urgency to the entire experience.

My design instincts are better than I expected – This could just be good luck, but I think my instincts have improved a lot from my studying. I’ve spent months studying game design preparing for the initiative to bring game-based learning to my day-job and I feel like I learned a lot. That being said, the best thing for me to do is to keep making games, and that’s what I intend to do with help from game jams like these!

What I Probably Should Have Done (But Didn’t)

I need a team, I think – While I’m glad I took my first one on alone, I would have been infinitely more productive with a team to take on different tasks. There was a meetup in my area, but with my boyfriend getting sick, I sort of used that as an excuse for my anxiety to talk me out of going. I will most likely push myself to actually go next time (or remote work, there’s options).

Better scheduling – So I didn’t take Monday off work and I regretted it. I would have loved to have that extra day to go back in and polish things, but I’ve learned my lesson for next time. Also, I probably slept a little too much (who needs 7 hours of sleep? Wasteful!) and there was some procrastination. Now that I’ve been through my first, I’ll know what to plan for next time.

The little things again – A lap counter, skipping the tutorial on level one, probably should have built a level 1 with no distractions to let players get used to the driving controls, etc.

What I Took Away

This was my very first game jam, and I may be hooked on them now. The adrenaline of coming up with my idea, the workflow of throwing a prototype together, the satisfaction of watching people playtest my game, there’s nothing like it.

Whether I’m going to do much more with this prototype is still up in the air, but even if I don’t, I feel like I learned so much from this project I’m ready to start building even more!

Also, I friggen love this little prototype. It’s like my baby now. My very infuriating baby.

What I Used

GameMaker Studio 2 for programming, art, and animation

Bfxr.net for sound effects

You Should Play!

You can play the game here: I have enough votes for a final score, but I would love additional feedback in case I do pick this back up and polish it into a game teaching kids to pay attention to the friggen road or something.

Have fun!

https://ldjam.com/events/ludum-dare/41/minigame-racing

Obaké: Ghost Mortem

Obake

Make a 3D game, overlay it with a 2D game, and have the same controls for both. What could possibly go wrong? "Well, that sound incredibly confusing and annoying" You may think... You'd be right!

Play the game in your browser | LD entry page

Day 1: theming.

As soon as I came up with the concept I knew I was asking for controls-based trouble. In an FPS you mostly move forward, and on a platformer you mostly move left and right. With this in mind i tried to make the 2D game have a lot of ladders so "forward" in 3D would move you "up" in 2D.

Screenshot from 2018-04-29 18-05-18.png

On the first evening I had my voxel world running with a 2D graphics overlayed (yes, that's Pitfall II from the Commodore 64 splatted on top of my voxels). Moving around in the voxel world would also move all the little green characters. I decide controls might work - so it was all-in on the concept.

Day 2: the prototype.

Day 2, I got a basic tile map level with a controllable 2D character that could climb ladders. I could bound around the voxel world and choose where to move in 2D. Positive stuff!

Screenshot from 2018-04-29 18-11-22.png

Now I needed a theme, and some sort of aesthetic. Having programmer-art skills really hurts here, but I noticed my bright minecraft-esque setting, coupled with a colourful foreground, was incredibly confusing and distracting. I realised I'd have to go with something dark and low-contrast in the background, and have the foreground "pop" a bit more.

"Obaké" felt like the perfect concept. It generally means "ghost" in Japanese, but really they are way cooler than ghosts. Kind of weird an spooky spirits. I ended up going more "The Ring" than regular ol' obaké, but the concept fit will with both my color requirements, and the idea of a 2D + 3D crossover game. The spirits would cross over from the flat lands to the real world. Spooky stuff!

ringu.png

I made a super-quick, heck-a creepy video of Mrs Speaker walking - it was just a test shoot, but as with all things Ludum Dare, it was also the final product. I didn't have the time or talent to model and animate in 3D, so I went with billboard sprites: and hey, it fit the theme of "ghosts from the flat lands"!

Final stretch: oops, no game yet.

The last day, and I had a concept and a prototype: but still no game. I wasted a bunch of time getting my ghost sprites into my hand-rolled voxel world. I failed to get a real billboard sprite renderer working, so I just used good-old trigonometry to always face the quads towards the x/z axis of the camera. I made my pixel art character, who I was going to model after a Ghostbuster. I made some very quick placeholder art that I would replace later. (Spoiler, I never replaced it).

ghostbuster.png

I came up with some great mechanics that would work across the 2D/3D dimensional bridge - and then I dropped them all as I completely ran out of time. All I ended up with was "touch a ghost in 3D, it spawns in 2D where it can kill you". Then I added some pickups, and had myself a win/lose state!

With the final 14 minutes of the compo I made ALL of the sounds and theme song. I had 6 minutes to completely record, produce, and master the music. I recorded me noodling some chords at 200 BPM, then bumped the tempo down to 70 BMP, added reverb, delay, and compression and hit export without even listening to it.

So it actually took me less time to record the theme song than it does for the player to listen to it! That's pretty funny.

https://youtu.be/GnwduaUkMq4

In the end I was pretty happy with how it turned out, and I'm kind of considering testing out some of the inter-dimensionaly game mechanics I had planned: as well as making the 3D world look way more "graveyard-y" and the 2D world look way more "crypt-y".

Of the people I watched play the game, they tended to fall into one of two camps: those who instinctively strafed, and those who didn't. People who strafed found the game too easy, everyone else found it way too hard! I need to figure out how to introduce the two control systems in a more natural way. If I can do that I'd have the base of an interesting (and spooky) puzzle/platformer/FPS game!

Play the game in your browser | LD entry page

A post-jam version for Elemento

Hello Everyone!

For once I took the time to make a post-jam version of my entry Elemento (Play the original here if you didn't play it yet: https://ldjam.com/events/ludum-dare/41/elemento)

The post-jam version is available on itch.io only as a download as I want the jam version to be on WebGl during the judging.

It includes all the following sweet changes:

change log.PNG

I really wanted to improve this game a bit as I felt it was too hard to play and ran out of time during the jam for polishing it. This version is still not perfect but it's already an improvement.

Some screenshots highlihting the changes:

1.png

2.png

3.png

Anyway, I'm still not 100% happy with the result, but it was enougth to share ^^ More updates may come later

WRECKLESS RALLY Design Doc

  title_doc.png

Play WRECKLESS RALLY here

Our usual Ludum Dare workflow revolves around waking up to a theme that was announced about 6 hours prior. (Huzzah, Europe!) I personally then have a shower, some coffee and breakfast after that. Eventually @daanvanyperen, @meatmachine and myself meet up on our Discord server and start talking about what we want to make. This involves me creating a Google doc for us to spew out our ideas onto.

Ludum Dare 41 resulted in this bulletpointed beauty, which in turn eventually turned into WRECKLESS RALLY. We usually do not really look at these docs much after settling on the concept for our game, and move on to dropping cards into Trello instead. But you can see where our thoughts went for this one.

You can see how the cart racer/match games entry has the most sub-bulletpoints and was clearly the most talked-about concept, so that's what the game ended up being.

screen4.png

doc.png

My ludum dare submission

https://ldjam.com/events/ludum-dare/41/exploration-timed-race

Check us Out!

titlescreen.png

Hey everyone! We dreamed big and tried our hardest to make a multiplayer online game, it kind of works! haha If you could check it out that would be awesome, were working on a post version 1.1 as you read this!

https://ldjam.com/events/ludum-dare/41/a-title-for-a-game

Dev TimeLapse for Legend of Zoom (Zelda + Car Combat)

Here is the timelapse for my entry, asking "What if Link was a Car?"

https://youtu.be/XKKhhXyzUMM

Watching these timelapses of myself, I'm always surprised by the same thing: how long I spend making the art and how little writing code!

I wonder if that's a mistake, and I could streamline my art process to save time and ship more features...

What doesn't surprise me is how long I spend fiddling around with the feel.

The entry is here if you want to check it out: https://ldjam.com/events/ludum-dare/41/legend-of-zoom

Post mortem-ish (Pt1-Audio): Don't look at Greg

This is my first LD submission and I'm very happy with how it turned out. Thanks to anybody who has played the game and taken their time to rate/tell me what they think about it. I think it has a healthy balance of weird, creepy, friendly, terrorizing, care-free, and menacing content.

DLAGemSS/em5.png

The original idea for the game originated from the potential theme of '3 Rules,' where the only certainty was that rule 3 was "Don't look at Greg." The incompatible genres theme ended up being another opportunity for it, even if apple-picking isn't particularly a genre. We managed to keep the game about exactly what was thought out on paper and kept our scope to the appropriate amount.

gregemnotes/em1.png

I'll be post-mortem-ing what my essential functions for the game were, mainly the audio, level, and game design. I'd like to thank my awesome girlfriend for the 2d artwork and UI design, as the game would not be nearly as polished as it is without her.

Audio:

So this is what manages to solidify the game being as creepy and atmospheric as it is. My original pursuits into game development started as strictly an audio man, but I slowly came to realize that my own visions and implementations are often different than most game designers. As an avid horror fan, I wanted the audio to be the backbone of the experience. There are three main 'music' sections in the game. First is the tour bus ride, then the casual gameplay introducer, and the terrorizing audio of level 2. However first I'll discuss some of the different SFX.

The pick: This was just simply me recording chomping noises. I got one I liked, and I created three files of it in varying pitches and lengths to avoid SFX fatigue, which are randomly called each time you pick an apple. While the game tells you you're there to pick and collect apples, the audio tells you that you are eating the apples, subtly adding some hilarity to the experience. Who eats 100 apples?

The background: This is a mix of some of my own recorded sounds and some from freesound.org arranged and mixed into a 3 and a half minute loop. There are two wind tracks with distortion and compression applied to add brittle-ness to the environment. There are varying wildlife noises, subtle and present to help the non-existent surrounding woods come to life.

The footsteps: I actually waited too long to implement these and ended up taking a roundabout manner. I arranged 5 footsteps into a single file which I set to loop. Then it was just a matter of adjusting volume when the player is moving.

Music:

-Tour bus ride: A song about apples

I initially wanted the audio to weird people out from the start, and I think this suits its purpose just fine. Its my first time putting my vocals into a game and they weren't meant to be serious or good at all. I implemented it as a 3d sound, with some rough cassette-like post processing, so it would appear to be coming from the speakers on the bus. The happy G-major diddles and apple-y lyrics are an immediate clash with the on screen creepiness of the background, text, and characters. I purposely mixed the guitar solos loudly so they could clash with...

-Gameplay time: Pick the apples, make some friends

Also in G, This is a simple I-V progression, with some wandering minor piano melodies. Very chill and slightly sinister, it hints at the underlying darkness behind the game. The 2d audio merges with with the 3d audio on the bus when you're in the vicinity to hear it. The overmixed guitar solos (in G-major) flow above the other background audio to clash with the established G-minor of the background music. This helps create more ambiguity in the atmosphere, leaving you wondering if you're having a good or bad time.

-Orchard: Everything is terrible here

There are mainly three (two?) things going on with the audio here. The background music is actually made up of two separate tracks, and there is a collection of audio emanating from Greg. One of the BGM tracks contains an ominous rendering of dissonant synthesizer slowly progressing through nearby pitches, and never really resolving to any exact tones at all. This creates instability as you have no root note to grasp on to, no certainty to be found where you are rhythmically or tonally. The other BGM track I recorded through my keyboard, which has a feature that re-samples recorded sounds onto the keys in appropriate pitches. The low echoing howls you hear are my voice re-sampled into thirds and half steps around two octaves below the original recording, played on a keyboard. This compensates for the digital feel to the contributing track, and gives the orchard more 'human-ness.'

The 3d audio attached to Greg contains music and SFX, giving persistence and presence to his proximity. The music on Greg is a short loop of a conflicting ascending/descending triplets ended with a minor third. They have an inherent evil to their arrangement but also a jaunty/meandering vibe to them. When they start conflicting with each other dis-rhythmically, they create a choir of out-of-sync mish-mash which favors tones somewhat randomly while playing all of them simultaneously.

greg_tones.png

There are 6 SFX attached to Greg that randomly play. There are 3 groans I recorded myself, and there are 3 evil laughs recorded by a friend of mine that I edited to a somewhat demonic form. These are only mainly heard when he is very close to you, which will send you the message to get out of the way and creep you out at the same time. I'll have you know the laughs are originally mimicking the hosts of a radio show 'Bob & Tom.'

Audio regrets & lessons:

Shoulda got a noise for the bus motor.

Shoulda handled footsteps first.

Shoulda recorded choir vocals for the apple song.

Shoulda made audio for character dialogue.

Shouldn't do footsteps like that again.

Should start to figure out how to limit audio processing.

Should use more mixtures of digital and live sound.

Should start using Unity's mixer and snapshots.

Jam submission: https://ldjam.com/events/ludum-dare/41/dont-look-at-greg

Puzzle Invasion??? Come check out our post-jam version!

Have you checked our improved UI and bug fixes we did to our little game? Come give it a try and leave your score in the comments, can you beat my score? :P

Screenshot (20).png

I promise you that all the fun is happening here, COME GIVE IT A TRY! You can check our first JAM - "Alpha Version" as we call it - in the itch.io website too!!

> https://estacaomarte.itch.io/puzzle-invasion

THE "Puzzllerrs" are coming and ...

We need to prepare, grab all the glue that you can !

https://ldjam.com/events/ludum-dare/41/puzzle-invasion

Oceanscapes Post-Mortem: Lots of stuff I could have done better

If you haven't tried Oceanscapes yet, feel free to check it out!

I had a ton of fun making Oceanscapes. It definitely wasn't the best game though, and there was a lot of stuff I could have done better:

Graphics

The graphics are terrible. Of course, this was done on purpose - the player is meant to be trapped in a really bad mobile game. However, the graphics were still disgusting, and I don't expect any five- (or even three-)star ratings for graphics...

Title screen

I wonder if it would have been possible to tie in some actually good graphics elements somewhere, to make it clear that the graphics were made terrible on purpose, and there are good graphics elements to rate me on. I'm not sure how that would work though - maybe the game starts off in a game debugger interface, in which you click "Start" and it pops up an emulator window, and when the game crashes another window pops up...

Audio

There isn't any.

I thought of making a really annoying soundtrack to go with the really disgusting graphics, but it didn't seem like it was worth the effort, especially considering it would be annoying and decrease the fun factor. Besides, I wouldn't be rated well.

If I made some actually good music - which I have no idea how to do - it would contrast the disgusting graphics and confuse the heck out of people.

Sound effects? Not sure how to make those either. Besides, with all the weird hacks I had to do to get prompting to work, it would take a ton of work to make the actual playing of the sound effects work. It also seemed out of place in a text adventure.

Engine

I usually try a new engine every Ludum Dare. This time, I decided to try out Godot Engine, and I didn't have the greatest experience working with it.

First of all, the latest version didn't run on my PC, since it didn't support OpenGL versions prior to 3.3, which my GPU doesn't support. I had to use a slightly older version and that worked fine.

The language was okay. It's called GDscript, and it borrows a lot of syntax elements from Python. Maybe it looked a little too much like Python - the underlying language was quite a bit different, and I occasionally forgot it wasn't Python and tried to do Pythonic things in it, which didn't work at all. (For example, list slicing - which exists in a lot of other languages, not sure why it isn't a thing here.)

The first thing I ran into was a bug in the language parsing. The statement if a and b or (c and d): didn't work at all, and I had to add more parentheses (if (a and b) or (c and d)) to get it to work. The problem was that the block of code starting with the if statement would not run at all - even if all the criteria were true - and it took me a while to debug.

I ran into a lot of issues when I had to prompt the user for input. After failing to get the "signal" feature of Godot to work, I decided to run the prompting code in a separate thread, which was a big mistake. First of all, breakpoints in the Godot engine don't work at all in separate threads. There's an open issue on GitHub about this from 2015 - apparently the developers don't think debugging is as important as releasing a new .0 update that breaks support for old versions of OpenGL.

So I decided to use the good old method of printing a bunch of relevant local variables for debugging. That should work, right? Well... sometimes. Now if someone asks you if printing to stdout works, "sometimes" is never a good answer. I found myself not being able to debug my code at all at times. When I program, I usually take for granted that the programming language I'm using will be mostly bug-free, and bugs I was experiencing were my own bugs, not the language's bugs. I couldn't assume that at all here. It was almost terrifying. (The solution I came up with was to add all the stuff I wanted to print to a queue, and then print the queue at the end of every loop. Sometimes it wouldn't print at all, in which case I would run the loop a few more times until it did print.)

Finally, the function that starts a thread takes an argument which is the name of a function that takes one argument and returns a status code. I forgot to make the function take the one argument a couple times, which would be fine, except Godot didn't give me an error or anything - it silently skipped the function and didn't let me know in any way. This was extremely frustrating, especially when I figured out the problem I was having thirty minutes past the deadline. Moral of the story: use errors, kids.

Even after publishing the game the game seemed to work very inconsistently across platforms. Some players reported random game crashes or the game not starting up at all, while others, including myself, had no problems whatsoever.

Overall, I came away from Godot feeling like I had just used an alpha project. This was pretty frustrating, considering I had just used it for a 48-hour game jam, and the engine, though marked with a stable-looking version number, had serious bugs that made it extremely frustrating to work with - some reported as long as 3 years ago. I wouldn't recommend Godot or ever work with it again.

Was it fun enough?

A user on my game's comments page told me they thought it was too much work to map out the entire level. In response to this, I suggested maybe the level could be shown at the same time as the text-based interface, and I also uploaded images of all the levels to my project page in case people got stuck.

Level 3

However, other users said that the mapping aspect, and having to analyze the level before clicking, was one of the things that made the game fun for them. I'm a bit divided on this issue, and would love to hear your input.