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Yeah, a lot of that is my fault to be honest. I did think that the character movement was too floaty and imprecise, but with how things were going for both of us, there sadly wasn't enough time to fine tweak the movement. When you mention a "highly physics-based game" I want to explain that was the full intention at the beginning of the month. The idea behind design was to open up with standard 2d character movement, have the player beat the first boss (we REALLY did not get that far into design) and have all of the mechanics and abilities focused on controlling inertia during "oil-surfing" areas. I have no disagreements that this game is far from even a demo to convey an idea, but with how things were going in both of our lives, it was very challenging to coordinate and get work done on the project. however, I do plan on continuing this project on my own in my personal engine so that I can do all the fine-tweaking I want, but because of how inefficient my engine is, it may take a while to get anything substantial out of the project. I am really glad that you commented on this project, and I want to say thank you for your suggestions. I guess I have learned to check my calendar before making a month-long commitment. A bit of an obvious thing to know, but we all have blind spots.

No worries! And no need to be hard on yourself. :)

Sounds like you had some cool ideas, and I'd be interested to see the physics-based approach you had in mind!

I'd discourage you from working in your own engine. It can work, but, from experience, if you are working on a game in an engine you built, what you actually end up working on is the engine, and the game never progresses. I recommend sticking with Godot, or using another existing engine if you prefer. You can achieve all the same fine-tweaking in Godot, without needing to do ALL of the fine-tweaking. It's worth it to build something on what is and improve it rather than making something new from scratch.

None of us got everything we wanted to do done, so we're all aware of the calendar issue. :D Hope your life events were at least positive and constructive.

If you are looking at doing a very "oil surfing" physics platformer, you might get more mileage out of looking at Tribes than Celeste. If I can think of something more appropriate or come across dev diaries that look useful, I'll let you know. :)