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Looking at the footage, you were still touching the Companion on the ladder (Part of what one yellow book brings up as getting too close) as opposed to going all the way up or pressing Q+down, then go to the right side (You were in his left in that instance), Q+right and then Z to make him leave the ladder under FOLLOWME mode.

I could however state that the Player can moves sideways on ladders but not the Companion.

Maybe I should learn how to add videos in Godot, so I could have some demo stuff is that's possible.

Visuals: I sort of rushed some stuff and also had to deal with some weird resolution issue in Godot. I did tried to make it so solid level tiles and interactive stuff used literal black while other stuff didn't and even come up with color "systems" like pushable stuff using shades of orange. And characters in general used posed models in Blender just to rush stuff, but I plan to tweak some art.

Gameplay: There might be too many features but as the game progresses, I want to make sure certain mechanics are occasionally used and there's at least a few new gimmicks that don't show up again. It's a game that exists because I wanted to show off different characters and stuff. I got too ambitious but there's things that somehow made it in, hence my optimism is not entirely gone.

Controls: I went with the Q combos because someone once said the game already had too many buttons.

Also why is there reverb in your footage and lot of shaky stuff? Is it to do with how my game runs on Linux?

You didn't complain about that (At least from the soundless stream).

Also why is there reverb in your footage and lot of shaky stuff?

Idk what you mean by shaky stuff, the animations for some characters were flickery, this was definitely what I saw on screen. The reverb is probably due to my sound setup, I had botched something there and actually did not hear any sound myself. I tested again now and there seems to be no reverb. But the character movement definitely has jitter to it - I thought it was artistic intent. It’s like the image moves 2px forward, then 1px back, and so on, instead of just going 1px forward. Happens both in maximized and default window size. My screen is 1440p@100 Hz, with Adaptive Sync (AMD).

I admit there's already weird stuff like the camera struggling with pixel resolution, maybe some animations just being bad and even when the Player is on water or singing and the Companion is only shaking because they're trying to catch up with a character on a different speed that just isn't addressed in the code.

But your stream and ArtieAllNight's show the Player vibrating really weirdly and when I try the latest exe build myself, I don't see it.

When you mention px, you mean like the actual movement or the sprites?

px="pixel" - I mean exactly what you say with "the Player vibrating really weirdly"

Something I recently did wit the game (Github/dev version) is an option to turn on/off smooth camera just in case it's camera related.

May not be an ideal solution, but who knows.