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This was cool! Although I didn't make it terribly far lol. I like that you can sort of plan out combos by attacking, then have the enemies walk into your other abilities. With some different enemy types and abilities this could be awesome.

One thing: When I ran the game in Chrome, the enemies appeared as large black rectangles until they switched to their "about to attack" sprite. Didn't happen when I used Edge, but it's something to be aware of as it was initially really confusing for me to tell what tile enemies were standing on (Probably an issue with Godot 4's web export and not your game if I had to guess).

(+1)

Hey thanks for the feedback.  I really appreciate it.  I haven't seen those graphics glitches.  Totally sounds like a Godot 4/Itch.io issue.  We will be plagued with those for a while.  I had to fiddle quite a bit just to get it running and I still didn't get it a nice as I can with 3.5.  Ah well.  Again, thanks for the feedback :)

No problem! Yeah Godot 4 still has some kinks to work out, specifically with exporting for the web, but I think long term it's going to be way more stable than 3.5 (To be fair though, I've always had issues running Godot games in Chrome. I think one of my extensions messes with them but I've never figured it out). 

But now that I've used Godot 4's new tweeners and typed arrays, I don't know if I can go back lol.

On that note, I too love the new tweeners but I've learned to use them sparingly.  They are resource grabby!