Also it uses a jump cut, so you need to hold jump to go the full jump height
bigbluealien
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That was fun! I think the difficulty could have been ramped up a bit, had to deliberatly drop back to the ai players to be able to see the haunting mechanic, but I can see how hard that would be to implement, well done!
Might just be my setup but I had to download the desktop version, the web player wouldn't work.
Thanks for playing, yep it was fun playing with the Godot's physics settings to see how good I could get it, it was way worse before I got into the advanced settings, I started working on getting some sort of freezing on blocks out of view, I just ran out of time getting it to then return the blocks to the physics solver at the right time.
Of course I'll play your game, I make a rule of trying out every game from anyone who comments :)
Thanks. I spent a while getting blocks to freeze after sleeping for x amount of time which would have made tall tower building more stable, but with only two days to work on it for the jam after throwing out my original plan, I didn't get it unfreezing properly in time, e.g. if you dropped a block from the top it should be able to knock over the tower from the bottom. So in the end it had to rely on Godot's rigid body physics which isn't really meant for this
Thanks for playing, and for the feedback :)
Totally agree on how it should have been done, will be playing with getting something like that working out of jam time. I'd already hit my learning limit for this jam, which I think is a good thing!
I've had a go with getting gamepad support working on my previous games, works locally but never on Itch (also win11, firefox), I'm not sure what I'm missing and would be very happy to support gamepads in the future.
I think limited breadcrumbs would work great on a full game as a difficulty setting, something like limit it to your last run on a harder difficulty.
And yep that's my go at an old school game style hall of the mountain king.