Glad you enjoyed it! And the fishing game uses the on-screen buttons to play. (A few other people have had the same confusion, but since it's a jam game I didn't want to make any changes after release.)
Athakaspen
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The pointer is a bit of a mess, it's a RigidBody2d with a dynamically offset area2d for collision detection in normal cursor mode. In hindsight, I think it would be better to swap between a KinematicBody and a RigidBody when it changes modes for a number of complicated reasons, and I plan to try that out and release an updated build after the jam. As for the levels, they're pretty simple, walls are StaticBodies and just about everything else is an Area2d. Then I just used signals and AnimationPlayers to make everything work, and slapped a level graphic sprite on top!
Ooh, I'll have to give your game a shot soon! I haven't seen many other projects using a mouse either. I agree audio would help a lot, between time constraints and my own lack of experience with it I decided to focus on other things. It's definitely something I want to include the next time I do a jam!
And if you want a hint for that level, try putting some momentum into your cursor before you let it go ;)
Great game! I've played lots of games from this jam that randomly adjust things in the environment, but this one is much better because it actually gives you a warning for what's about to happen. Seeing the new gravity direction in the top left, then working out how to use it to my advantage meant I got to solve a fun puzzle every few seconds.
The only change I'd make is to slow down the character a bit. Apple Bro is a little too speedy, making him hard to control at times. Overall though, this is definitely among the best of the games I've played from this jam.
Pretty fun overall, but I think there are a couple things that would help make it even more enjoyable. More weapon variety would be great, right now all the weapons are so similar that my strategy as a player doesn't really change based on which weapon I have. And secondly, some kind of visual indicator for player/enemy health would be nice.
This is an interesting idea, and the overall look is quite polished (I really like the animation for losing a health bar segment!). It might be more enjoyable if there was some warning before the thrusters fired, though. I think giving the player a second or two to react would make for a more fun, strategic experience.