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(+1)

I liked the controls, I understand if people fin them confusing but after reading and experimenting I understood what I was doing, I think some images in the help section could...help, heh, with that, and I would suggest also adding audio feedback to the speed changes, like a sound when your speed increases by 1 and another one when it decreases.

Interesting game, overall fun.
And I like the contrast of the 3D pumpkin. It gave me some nostalgia as it gives me that feeling of the early 2000s computer stuff like Microsoft Encarta.

Also...I found a bug xD
Ok so, on the first level, when the player goes through the uhh "underpass" route...the route at the bottom?, anyways, when you dash down I noticed that the above route got moved to the background (i.e. got darker and I assume this is so the player doesn't collide with the structure), well it does that but after that, if the player falls into the void, restarts the level and goes through that same route, what will get sent to the background are some  of the pieces of the route bellow, causing the player to fall to the void...I hope I made myself clear, if not, well, here's an image to clarify:


pimkin goes weee

If anyone also gets this I'd recommend just going back to the main menu and starting the level from there, effectively reloading the scene (I assume).

(+1)

Thank you for playing and providing feedback. Funnily enough I do have a TextureRect in the help menu meant for loading an image along with each help page, but I never got to making the images and ran out of time lol.

Thank you also for the bug report. Don't worry I understood what you were describing. I had an issue where intended routes could break off at intersections if the player was traveling fast enough, so I had to make my own sort of collision layer system. I must have forgotten to reset the players collision state or layer to default when respawning, or something with that...

(+1)

Follow up; I didn't forget to reset the ramp layer...

https://github.com/LettucePie/gwj-62-harvest/blob/d34e12b14b68bad5fcfccd72c4a099...

So... I'm not entirely sure anymore lol... Probably some weird memory assignment bug where I should be only adding and removing values from the players array, instead of hard assigning them to be equal to the ramp they land on... Actually yeah, that's the likely problem. I'm addressing the ramps layer array onto the player, then resetting them from the player lmao