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(+1)

Oh my god thank you so much for all the kind words! I'm glad you enjoyed it! 
I tried making the controls feel as snappy as possible without resorting to using a kinematicbody (to which I've received complaints that it is *too* snappy), but I do think that there was always room for improvement there.
I also wanted to add coyote time... but I forgot, it is one of the things I regret not adding to the game (as well as only enabling wall clinging after the jump button has been released, since there's an issue with jumping next to a wall), I will however add those features post-jam (though unfortunately I do not think  will continue this project, but I will be leaving it into the hands of one of our team members, as they wanted to learn coding, and I figured messing around with a complete project would help them)
The catapulting is a result of weird tilemap collision, this is an issue that has followed me for 3 years through different engines, I've asked everywhere how to fix it, and for solving this issue on unity I have found an answer (though long after I've switched to godot), but no solution has yet been found for godot.
I also have been debating whether or not to replace the moving platform section of the room in the screenshot, but I've decided to keep it because.. well to be honest I just didn't have the brains to think of anything else lol.
And lastly, I am terribly sorry for the crashes on the windows version, I thought I'd fixed it, but for some reason it only crashes on the export version, but goes smoothly in the editor? I still have no idea why this happens, but I am working on it currently, and hopefully this will be fixed before the end of the jam.

Thank you again for the feedback and for playing our game! This means a lot to us, and personally I had a big smile on my face reading this comment.

(+1)

What shape of the collider are you guys using for the main character? If it is a square or rectangular one I would maybe recommend using something more like a capsule shape, anything with a rounded bottom.  Colliders can be a bitch. Also, make sure that whatever engine you use  doesn't render each tile as it's separate entity but creates one big massive collider for all tiles that are next to each other.

(+1)

The collider used to be a rectangle, but i made a capsule so instead of completely stopping (like you sometimes can get stuck on the ceiling) the player feels a light bump instead. unfortunately, that small bump can also mean death in zero gravity or low gravity.  And from my research it seems that godot automatically optimizes tilemap collision to be one shape instead of each tile being its own. I am still searching for a solution to this

(+1)

Really weird cause we literally had the same issue with our previous Brackeys game Descent. The shape of the main character was a square and we changed it to a circle and that helped. Eventually, we stopped using unitys rigid body, even though we still make our games in unity. My friend and programmer (who sadly couldn't join us for this project) got so upset with issues like that he rewrote completely the entire physics engine to suit better pixel art platformers we usually make.