I must admit I never would have figured out the climbing thing if I hadn't read the comments below, so I have to second the critique about tile ambiguity.
That said, I just learned a ton about narrative delivery from this game. Thank you for that. Opening the game to a conversation with a sapient talisman was very intriguing. I also like the passive-dialoge-during-gameplay. It wasn't critical enough that I had to stop and pay attention, but not distracting enough that I wasn't able to both focus on gameplay while reading the conversation. The parallaxing added to the feeling of vastness and melancholic ruins. As did the music!
I love that I was able to understand some of what was going on just by context clues and snippets of the conversation. The fact that the negative effects of the fog were not (immediately) clear (or even tangible!) made it very freaky.
I didn't pay much attention to Godot, but you've showcased some of it's power. That shadowcasting effect: Is that a tool abstracted by godot or did you have to manually code the entirety of that feature?
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Thank you so much for the feedback!
Yea, I knew from square one that if I didnt very clearly show what Tithon was straight away it was going to cause confusion for the whole game 😂
The ambiguity of exactly what bad things the Fog does is exactly what I was going for so Im so glad it worked!
The passive dialog, and coversation etc took at least as long as programming the mechanics themselves, and took at least 4x or more lines of code (most of it reads as a "he said, pause, she said, check variable, he said")
This was my first game with Godot and Ive got to say it was an absolute joy to work with. Ive used Unity, UE4, Game Maker, Construct (also good btw, exp for prototyping), Action 001 you name it and this is technically my first released game!
Once you struggle through getting used to it initially (like any engine) its freaking insane.
The paralax is a built in effect that needs no programming at all (but can be) but the lighting was achieved using three different lights, all functions inbuilt into the engine.
One negative light to darken the whole screen, one light with shadow casting enabled (legit tick a box, pick your parameters) and an additional light on top without shadows so you can actually see the blocks you're standing on!
All three were attached to a node, attached to tthe player, that increased or decreased their "energy"/effect based on the player's Y position, so it was completely self contained.
It took a bit to get working the way I wanted (initially used a lighting mask but had mixed results) but in the end I was super pleased with it!
And thank you again for the compliment about narrative delivery :3