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Haha yeah i tried my best at having it close to an igavania but obviously can't reach that level :p

If i didn't lose as much time on trying to get the persistent items and such working (cause it was a first for me during this  jam) i probably would have had more weapon variety with more distinct mechanics between different types, and since i havan't made any inventory of any kind yet, i'm not sure if i could have acheived one in a jam context even though this would be the ideal system for this type of game, but i did consider at least a weapon swap to let players choose, but couldn't get to it cause of the previously mentioned lost time :(

Awesome to know, can't wait to hear what you'd make with it ^^ cause honestly my track for this jam doesn't do justice at all to all the awesome instruments it comes with like to site a few : the full sonic 3 instruments (including the voicesamples), shinobi instruments, Thunderforce guitars and all, and the Matt Furniss Terminator instruments. So in short awesome stuff :o

Combat is definitively not great, that i can't argue

haha and of course there are so far everyone's nemesis, the knife throwing skeletons now thanks to you with a fitting name XD  but jokes aside if i get time to work on a post jam version i'll fix those for sure and i'll try both lowering their firing rate and a proposed fix of them not attacking if the player crouches to have them approach on their own.

Weapons and health have their issue, although one i didn't catch untill feedback and looking back quickly myself is that some weapons apparently untintentionally multi hit, so that's why some of the stronger enemies melt down instantly with the spear and zerk sword so i'll have to see if i manage to understand why that is :p

For rooms i tried for once not to have fade transitions as i did in my past more linear entries, as i thought it could annoy people to have this every room change in a metroidvania but then again i could have them in to have the transition be less instant, optimisation wise, i don't know how i could fix this cause some of the more technical stuff like that i still have very little to no knowlege on ^^'

Haha and yeah ironic for the stairs right ? :p 

but again jokes aside i still haven't try slopes in the engine yet so everything is square tiles and square collision, i just shouldn't have made so much single tile angles as yeah they probably weren't all that fun to climb up :/

And no probelm dude, all negatives about the game are legit, glad despite all that it still came out as the homage it is trying to be XD

Thanks for stopping by and giving it a shot and all ^^

(+1)

You're welcome, and if you continue I'd love to play more! I did slopes for the first time myself. At first I had an over-complicated separate stair node that I placed over stair shaped tiles. But what I found out is that when you are adding collision shapes to your tile sets in godot you can click to add a polygon collision.

All you need to do is click the top corner of your slope, the bottom from there, and across from that point, and it will automatically make a 45 degree angle slope collision in a triangle shape, and as long as your player movement code allows for sticking to slopes equal to or lower than 45 degrees, it will work. I suppose this would all be very dependent on what your base movement code is like, but the tileset builder allows for slope collision.

I also removed gravity application to the player while on the ground to allow for smooth movement, since I didn't want the player to go slower up slopes and faster down them.

Also very hype to make some genesis jams now. Thunderforce is not a name I have heard in a while but it was one of my faves on the console.