My portfolio site is tentatively live! Many new things I had to learn, like SFTP (I’m currently trying nearlyfreespeech) and using custom domains. More things to be plonked on it later but for now I’m just glad it’s working XD
Your art is wonderful!
Welp, I pushed through and got the game somewhere near playable. It needs a bit of balancing but technically it works!
I really love your figurative work and your sketchbook pages. And your simple home page - I haven’t seen a site like it really.
@Ritual that’s an awesome concept and the art is great! edit: furry friends “started crafting for some reason” is very funny to me
Thanks! It is mostly a learning experiment, got to learn a bit more about godot, optimising the web exports, and having it interact with javascript to record high scores so overall I am happy. Needs some actual tuning on the unlock values to balance out the game a bit but it’s somewhere near to what I had in mind.
Have some approximate plans for a fishing game next ![]()
I added a “gate” before entering my website and also updated the homepage’s layout using sadgrl’s layout maker.
The ‘enter at your own risk’ button looks a bit strange. I’m still trying to find a way to fix that.
Also if anyone knows how to make the header image responsive instead of awkwardly getting cropped (?), please let me know!
Remove the fixed height and add this:
background-size: contain;
background-repeat: no-repeat;
width: 100%;
aspect-ratio: 4/1;
You might need to tweak the aspect ratio to make it perfect. If you weren’t using the background image and just using an img tag it’d be a lot easier ![]()
This is really great! Love the pixel art and the concept. I played through it three times trying different strategies, and found that you can leave sharper brigades and beaver blades behind, only opting to upgrade those when the rate of depletion in your wood pile gets too high. But you have to KEEP CLICKING on that woodpile otherwise you’ll run out of wood and then lose time.
I tried a run without the guild contract, thinking that skipping the 20% loss in profit wasn’t worth it, but the rate of sales isn’t high enough to justify not having it.
The time limit really spurred me to try different things and think about the upgrades instead of just blindly clicking. Looking forward to any updates you may have!
Thank you so much for playing, and the feedback!
I think I need to do more tuning to make the highest tiers of unlocks a real decision. I also would like there to be different builds you can push towards such as bulk production vs quality production.
I might end up having to separate the goal from the currency and/or increase the goal to 10,000,000 yet so scaling can work properly.
Honestly, balancing the game has been so difficult! I will likely have to go back to the simulator I started, but at over 7 million unlock combinations it’s quite a brainteaser.
Thanks again!
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