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  • I really missed some nice short fanfare for completing the level after hoisting the flag.

It does. I was working on that yesterday night.

  • Pressing enter doesn't do anything on the map screen, while it works everywhere else.

A lot of people seem to use enter and space for menus. I added that to part of the UI, forgot to add it for level select.

  • A limit FPS option, always nice to be able to do it ingame.

I remember you mentioned something like that in the thread. What are the benefits of that option? I don't know much about FPS capping.

  •  Level presentation screen

I can add a prompt so the player knows they have to hit a button. I'm not sure if I can help with the flicker part, but I will look into it.

  • Timer in the end screen seems broken.

Fixed for next DD.

  • Re-bindable keys.

It's on the to-do list.


Thanks for playing and the feedback!

(1 edit) (+1)

The FPS capping is for not using processing power for no reason; I have ~2000 FPS ingame and the fans start spinning like crazy unless I go and limit FPS somewhere else. Having a V-sync option works too as it'd limit to the screens refresh rate, but I don't like v-sync for reasons... So a limit FPS slider would be nice but I get if you'd not want to bother and just have V-sync.

For example if you're running it on a laptop you'll drain the battery quicker for no real reason at all.

Makes sense, thanks for the explanation. That could explain why my laptop's fans go like crazy when running this game. I could add a cap of 120, it could be good enough for most cases. I'm not sure if this option should be in the options menu since it seems so advanced. I can also add it as a launch option.

(+1)

Yeah putting in a V-sync option would probably suffice.

Currently adding the vsync option, I noticed the engine I'm using (godot) has vsync on as default. Since you ran the game with uncapped FPS from the start, by any chance do you have an app that could have uncapped the FPS automatically? I'm looking around and haven't been able to go above 16ms per frame without disabling Vsync.

(+1)

I have it disabled in the Nvidia control panel usually because it adds a bit of input lag and it really annoys me... So check your gfx card settings for that.

Maybe the nvidia control panel is overwriting godot's settings, removing vsync and uncapping the FPS. I played around with the new vsync button and it seems to work. I will figure out if it is enough next DD.


(+1)

Yeah it will overwrite depending on the setting in it. You can set it to always on or off or let the program you run decide.