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(+1)

t h a t s a l o t o f f e e d b a c k

I can say that at this point, a few of the issues you mentioned are either redone at this point, or are on the todo list. Attack sound has been changed, regular attack has been replaced with single hit attack, charged attack does more damage, enemies have hit indication, etc.

As for the things that I haven't addressed yet:

  • Jump height / drop down - Hold to jump is something that I could potentially implement down the line, and I could definitely see it being an issue with flying enemies in some cases if you can't limit your movement. Currently jumping just adds a velocity impulse to the character, so I'd need to look into how to rewrite the jump script. Fall-through is something that I want to fix, I just need to tweak the code a little so that it checks if the down key is continuously being pressed instead of just a single impulse. All it does is just move the player down slightly, which causes them to pass through the one-way collision on platforms, so I need to make sure this wouldn't cause any issues if it were continuously happening on the ground.
  • Menu things - As for the blurry text, I briefly looked into text stuff while writing this, and found that you can turn off antialiasing for fonts. Text looks much crisper as of now, if a tiny bit weird in some places due to font sizing at 2x pixel scale. Enemy messages also look significantly better now too. I don't plan on adding sound settings like the ones mentioned, just because I generally try to keep stuff fairly lighthearted, and that's a little outside of my comfort zone.
  • Enemy stun / break invincibility - Enemies actually do have a stun state that they switch to when the player breaks from a grab, it's just not very obvious at the moment. I'll add clearer stuns to the todo list, probably as like a half-opacity sprite type thing. As for the player breaking the grab near other enemies, that's actually something super important that I hadn't considered, because I was just testing on single enemies while making the break system. I will be adding a player invincibility period on break to the todo list.
  • Map - I've mentioned it elsewhere, but a map is planned as an unlockable at a later point, otherwise having more diegetic maps and other directional hints up until that point. Fast travel from certain save points will also be implemented probably in the update after this next one, which should limit how much you can get lost as well. The elevators in the large vertical room can have their start position switched, but I originally was worried that people might just drop down the pit without turning on the power, so they were set to start at the top. I've since realized that I can just put a fall-through platform over the default position without any collision issues, so this can be changed.
  • Camera zoom - The camera has been zoomed out somewhat at this point. I originally thought that I couldn't adjust the camera zoom without breaking the pixel scale, but changing the game's window scale instead of the camera gets around this, and doesn't break when going fullscreen. (current release scale is at 960p, development version is at 1200p. Not a massive change in zoom, but enough that ranged and fast enemies should be much less bs. ) Zoom can't be manually adjusted in-game without breaking pixel scale or potentially seeing past the edges of the map though.

All of the bugs mentioned have been looked at at this point (the plant thing is actually deliberate; the chain jump is exactly why they don't do instant damage, specifically so that it can be used to climb walls).

The suggestions you've given are pretty good as well, though I don't plan on adding a struggle mechanic to breaks to avoid pacing issues. I especially like the prop mimic enemy, and attacks like the ranged grab. Things like that could definitely have a struggle mechanic still in there for the hook grab before the actual main grab.

I would be open to modding, but I have literally no idea how that would work in Godot, and my code skills are definitely not at a level that I would be able to do it without a lot of research, trial and error. (That and I don't want people to see the actual spaghetti hell that is the entity setup lol)

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     Glad to hear the majority has been solved! And yeah, I tend to overexplain myself since im passionate with gamedev too haha!

     I can imagine you can patch the jump so you get vertical velocity by holding down until a set deltatime. That should allow you to not redo all the code, but itll need some value tweaking so the player doesnt shoot upwards like a rocket.... no idea if something like that would be possible, my only code knowledge is with Unity, there should be some Godot sidescroller guide with such info for sure.

     Cool! That sounds about right for the antialiasing. Personally glad you will be taking a more lighthearted approach lmao, so fair enough!

     I did see there was an invincibility state, is just that it felt like it was from [EnemyInstance] to [Player]. So, if theres a second enemy nearby, it would not be stunned. I'd have to check for myself again though, cannot say for sure. Nice it's there!

     Using plants as platforming sounds really cool! Excited to see how that will affect the level design. I'd recommend tweaking the camera so it doesn't zoom in right after getting grabbed then, so we dont have it zoom in and out constantly, could be disorienting.

     Yeah I saw your concerns with struggle systems and pacing, which I do agree that it can be incredibly annoying to deal with whenever you are not getting grabbed on purpose... is just, as you said, some enemies with ranged attacks might need it more so they don't become insufferable. Echidna Wars DX took that kind of approach, very similar to what you have for now, only very specific enemies have a struggle mechanic and instead uses a magic/stamina bar (you use it to either do powerful attacks or avoid damage from the first 1-3 grabs).

If the camera showing too much of the scene becomes troublesome, I'd suggest creating some camera boundaries, just so you don't have to deal with the camera showing potentially out of bounds. You know, stopping the camera from moving to the right when you reach said side of the room.  Though if you wan't to create secret rooms for the player to find, it might cause more problems than the intended... something to mess around with I guess!

     Yeah modding can be a bitch and a half, and most of it comes from having very grounded devtools to ease the process. Don't blame you at all if you prefer to not deal with all that garbage, I wasn't even able to find a straightforward enough answer when I looked at it myself lol.