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