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Thank you so much for making the effort of going back and trying the game again, I really appreciate it and the feedback you gave me is really valuable! I know that things go really slow at the beginning when the game is procedurally generating the map (and at the end its simply running the same process again), I've worked out a way that should potentially speed this process up enormously, but I've yet to implement it. Since the game ran fine on my computer I didn't invest much time in optimising and opted to add more features instead (always a tradeoff in these shorter game jams). 

Sorry about the cursor thing, I think its due to HTML5, also the desktop version of the game runs significantly better so I regret not uploading windows/linux/mac builds. I agree that it could be game logic such as AI causing the frame rate to drop, although the AI doesn't do too much other than a bunch of raycasting for the most part (can't easly update navmeshes during runtime in Godot at the moment), I'll have to do some profiling to be sure though.

I tried a different kind of movement system with this game, which kind of works the way you describe, provided you call the direction the camera is pointed 'north' the character moves in that direction when you press 'W' and analogously for the other cardinal directions (relative to the direction the camera pointing) and the mesh of the character aligns itself with the direction of velocity. I quite like it, though I can understand that it might feel strange initially to players who are used to something different.

I've already made a bunch of small improvements based on the feedback I've received, so looking forward to seeing if I am able to take this game further. Thanks again for being such a good sport!