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Thanks for playing and the kind feedback! We tried to make the collision shapes smaller than the mesh actually, but lacked time to finetune all of this. It’s not impossible that the collision shapes might sometimes be a bit bigger than your char mesh depending on the pose

It’s also not impossible you think you fit but actually don’t :P But truth doesn’t matter when it comes to games, only what the player feels (see fake RNG techniques for example). The camera, controls, level & model design could use some work to improve this.

I wanted to actually generate the full shape with Godot create_convex_shape() thingy, but that requires a heavily optimized model and some optimization to be viable to run each frame or every few frames (It took like 10 frames on my PC, 5yo CPU but pretty beefy). There’s also a PhysicalBone3D thing but didn’t have time to look into it.