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My first impression was that the banner for this is NUTS. then I got into the game and found that the whole art direction in general was absolutely incredible. Big thumbs up to your artist; they have absolutely NAILED the retro side as well as the itch.io assets!

Unfortunately, when I first got to the scaling part of the tutorial & scaled myself down, I was able to clip through the walls & couldn't get back in (see gif). Annoyingly, it doesn't happen all of the time, so I'm not exactly sure how reproducible that is.

I'll be coming back to this one later in the game to give it more of a playthrough; but I'm really impressed with what I've seen so far!

Glad that you enjoyed it  (so far) :D
Also, thanks for the feedback! The scaling part can actually lead to unwanted behaviour of the collision/hitbox, but when testing it we didn't encounter that kind of problem. Anyway I  hope that this does not happen in your future playthrough :)

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We had a very similar issue in our game (spoiler: you have to scale yourself up/down in a later level). Changing an object's scale messes with the physics engine - ours in Godot, but I remember having a very similar issue with Unity. Animating/tweening the shape of the actual collider rather than the scale of the game object usually makes it behave a little more reasonably!

Will reply once I've had a chance to have a 2nd playthrough :)

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Thats actually a good advice, scaling the sprite separately from the collider, in a different manner. Thanks! Also, I wonder, since it seems you've worked with both engines, what's the reason you switched? to godot? Or which engine do you like better, unity or godot?

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Worked with Unity for a year, switched to Godot recently because of all the Unity drama.

Godot is much less mature than Unity. That comes with it's own limitations - but also means it is much more streamlined than Unity. I was shocked at how straightforward Godot was compared to Unity in so many aspects - animating, input handling, UI design, particles, etc etc etc. just feel SO much more intuitive than Unity.

I could go on a very extensive list of all the pros and cons switching from Unity to Godot - for me personally, that list has more pros than cons. I wouldn't recommend it for any studio that wants to created polished, triple-A, 3D games (though it is certainly capable of 3D, Unreal just handles this so much better). But outside of that, I would highly recommend at least giving it a go and seeing how you feel about it! :)