Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Bitcoon

4
Posts
27
Followers
6
Following
A member registered Sep 12, 2015 · View creator page →

Creator of

Recent community posts

Yeah, it's not even just that it stops you from getting up on the ledge, but if you're short-hopping or at the top of your jump arc, you can hit the bottom or middle platform, respectively, which stops you from continuing toward the edge of the screen. Probably not game-breaking for now but given fall-through platforms are so common I can see it being a big issue eventually.

It is feeling better overall, though! 60 FPS is maintained unless I drag the window around (it can go from 56-62 when I do that) and after some more tuning and refining the combat I could see it being pretty fun! Definitely would love to see those grapple attacks mentioned in the readme file eventually. Do you plan on having some enemies that make you vulnerable and grab you to do damage, or is the grappling just planned as the way you end up in game over state? Might be fun to have some that do sexual submission holds leaving you wide open to other attacks or inviting another baddie to come join the fun~

I tried the dropbox build you posted, still seems about the same as before, consistently bumping into the platform if my legs are near the side as I try to move toward it. I thought maybe alt+enter might make it fullscreen and maybe I could have my monitor show what FPS I'm getting but I guess that doesn't work on Godot games.

Bad news about respawning though: every time you hit Enter things still get darker. Just press it really fast, the game bugs out pretty hard for a while hehe~

I wouldn't worry too much about that one, anyway. A button to respawn/reset is more of a debug feature, not really part of normal gameplay.

Might be possible I'm just seeing things wrong. It felt smoother than 60 but I don't have an FPS counter in windowed games.

I'm still consistently managing to bump into the bottom-right platform on the side. The game seems to be running in high framerate (my monitor is 240 FPS) so maybe could be something that causes it. Seems like I can move through it unless my feet are close to the platform as I try to move onto it, then it blocks me as if the platform was solid.

But yeah, overall this is definitely improved! The dash feels good, movement is maybe a little too quick almost, but at least for now, without any platforming challenges to try, I think it's in a better spot~

Seems like the enemies have multiple abilities, but I'm not sure which ones are coming? Feels like I'm getting hit unexpectedly. The little explosion attack looks like it winds up much longer than it needs to and is too easy to evade unless the screen fills up with em. Maybe all the attacks from baddies are too slow, the problem mostly comes from not knowing who's about to do what kind of attack. Might be that they're attacking from pretty far away, maybe more of a limit to how far they'll attack from and how long their spells go, while making them quicker and more consistent about attacking might help. If an enemy sees you, I imagine it start moving toward you with an intent to use a certain attack, and then start that attack when it's close enough for it to work

The vulnerability thing seems interesting; so far I'm noticing enemies can end up vulnerable but it doesn't do much? Sometimes an enemy has like 600+ HP and I can't kill them but they go into vulnerable state and start floating away like they're on ice.I get the feeling maybe it's high refresh rate silliness causing this on my end.