Thank you very much for you kind words and feedback!
Yes, you are right about the fact that there is not much to do there, as I focused on something else entirely in this jam. I've been using Godot engine for quite some time now, and I wanted to experiment with soft body physics. I got it working in the editor, but it failed in the web build and didn't show at all, so I hastily replaced it with a rigid mesh. It's a pity, but it is what it is.
Also, this is my first time using asset library components, and I think it is about 2.5/3 of a success. I got three packages and two of them worked effortlessly, while the third gave me a bit of a headache in the beginning. The packages were:
- Prepared prototyping scenes with embedded Kenney assets
- Phantom camera - a camera rig system
- Smoothing library for improving the jitter introduced in Phantom camera
Prototyping assets were a HUGE help, as the arena was put together in less than an hour. The camera system was good, and it came with some player scenes which I played around for a bit, but ultimately decided to write my own player controller. The cameras were good though, so I used those. And the smoothing system made the player movement feel a lot smoother and was pretty easy to set up.
In the beginning, I only wanted to experiment with decaying soft body blobs, got them working and before I knew it, the jam was almost over, so I made the arena quickly, worked out the kinks put a "survive as long as you can" mechanic in and called it finished. That's why it feels as a generic parkour game in that regard. But the concept is there and I believe it shows potential, even though I didn't manage to showcase what I was going for at all.
Thanks for playing!