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(1 edit)

Yeah the dashing was still a bit buggy. I tried to make it correlate to if the players sprite was flipped or not but that didn't seem to work I suppose. I have to figure out a better way to implement it. As for the walls... I'm not sure what you mean so I'll explain them:

Gummie can slide up walls a short distance if the player is in the jump state and still holding the jump button, if let go the player well slowly slide down the wall. If the player lets go of the the direction towards the wall a short timer will start that if the player still isn't holding the direction to the wall they fall off. This was made like this so the player wouldn't get stuck on the wall too long

Gloopie however is much different as you saw. She sticks to the wall if the player is holding the run button and she can freely move up and down the wall. Originally I was going to make her wall jump have pitiful height cause of her being able to run up the wall but decided it'd probably be more fun if her wall jump was just a copy and paste of Gummie's

Almost forgot! The way I had the player die when falling off the level, or going to far in a direction, was by making it that if they go off screen they die. Pretty much like Super Meat Boy

Having the wall slide mechanic spelled out helped me understand what I was missing - on further testing, what was bothering me was that the jump state turns off during the descent of the jump at some point? so sometimes a jump I just barely didn’t make would lead to me sliding down when I expected to slide up. Because I didn’t fully get that part, the fact that sliding up off the wall gives you a little hop up seemed hard to predict. On playing now it’s really smooth and obvious.

Yeah, tbh I really wanted to add a tutorial level for both Gummie and Gloopie, but sadly didn't have the time to do so. And the jump state ends when the player reaches the peak of their jump or lets go of the jump button early, resulting in them entering a fall state. The way that works is pretty simple, I just had the player enter the fall state when their y velocity reached 0 during their jump state

Yeah, I think it’s impossible to have the time to do everything one wants in a jam :) For my taste I would maybe consider having it always do the up slide if they hit the wall while holding the jump button, regardless of where they are in their jump arc/what state they’re in.

Btw I saw your other comment saying you haven’t learned how to do input rebinding yet, I’m still learning that/Godot myself but I know there are some good assets in the assetlibrary that can take care of it/give you something to learn off of :)