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First of, loved the idea of the Godot-robot head as an enemy narrator (fantastical adaptation and animation of it btw!). The tutorial being black and white and then the colourful gameplay had me by surprise! How did you manage that? Is there a filter for the tutorial?

Lot's of juice in this game: screen-shake, flashing enemies when hit (I assume an AnimationPlayer was used here?) the stationary-turret enemies had a nice touch with their guns telegraphing the shots. 

I have a question: How did you pull the level design of? I mean, how did you craft it so that you die when you hit the wall-spikes? And what are the wall-spikes? StaticBody2D?

Well done!

(+1)

Thanks for this long and lovely comment. =)

For the color changing in all levels, it's very simple. Every "sprite" is made of one or multiple polygon2D nodes. I have a global script which contains a palette array, so that each polygon2D sets its color when it's instanciated.

For the ground and ceiling spikes, they're also polygon2D to which i added a script. When the ground/ceiling is instanciated, the script adds a rigidbody2D node as a child and a polygonShape2D (a simply copy of the polygon2D coordinates). The advantage is that i'm able to directly modify the shape of the background and then the collision shape is auto generated.

Wow! Thank you for a detailed response! I am still a beginner in Godot and in each of these game jams people always amaze me how they get creative and design their games. 

I have to try out both things that you've explained, to try and understand them better! Thank you and have a great day!