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(+1)

Hope it helps!

Thanks for the feedback!  Most of the issues mentioned are planned to be fixed or are fixed like the background issue and the loud sound effects.  23:30 (where you were launched across the screen) was hilarious and not by design.

I definitely need to tighten up the dash, control is very import to me.  I think I just need to force the player to stay in a dashing state for a few milliseconds instead of relying purely on buttonUp events.  I also don't think you can change the sensitivity setting for a trigger button on a controller, it's just a button down event.

I wanted to give the player free special attacks in place of charge attacks, but you made a good point in that the player won't be able to expect what's coming next.  I think to compensate that, I'll change the sword charge attack a bit more.  I'll keep the short projectile, but lose the grounding.  I'll need to change the animation as well.  The idea of the projectile part of the charged shot being "weak" is that normal lemonshots do 1 damage, charged projectile does 2, and the sword itself does 8 (but only 2 to bosses).

Enemy placements have changed as well.  Anywhere you see a "player energy/weapon energy" location next to each other, that's where an upgrade will be.

Hey you're welcome!

 I also don't think you can change the sensitivity setting for a trigger button on a controller, it's just a button down event.

I don't know Godot but if this is true it's a rather serious limitation of the engine. The triggers are analog and therefore should be readable as their own "axis."