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FlannelJacket

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A member registered Oct 03, 2017 · View creator page →

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Thanks!

That makes sense. I'm glad you still included it since it was fun to use in spite of it being undercooked.

Thanks for playing. I'll certainly check out the problem you experienced with bought items bugging out. Hopefully I can replicate it and get it patched up.

The ambition came back to bite me in the end. The problem with spending pretty much the entire jam adding features is that it doesn't leave a lot of time to test those features. I've been progressively fixing bugs, adding quality-of-life improvements, and polishing some of the rough edges behind the scenes. I'll create a big update at some point after the judging portion of the jam end.

I enjoyed the game. An interesting traversal mechanic. I think you need to make it impossible to stand on the glowing cubes at the end of the zipline, since just by standing on the end you can skip the entire zipline mechanics and beat the game without it.

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Really enjoyed this game. Nice job. The one piece of feedback I would give is that it would have been nice to have a charge indicator on the rail gun. It was kinda difficult to judge if I had held the fire button for long enough.

Oh hey, someone else made a dungeon crawler! It looks really good.

I think you have a good start here. My main complaint is much the same as Richo's. The way the car controls is wonky. Sometimes I'll try to turn while traveling at speed and nothing will change. Other times I'll be going 30 km/h and spin out with a tap in one direction. I think you guys should keep working on it after the jam and dial in the driving mechanics. It may be worth it to side-step Godot's VehicalBody and many of the automatic forces in general if you want really tight, arcade-style driving. I know RigidBody in godot has the _integrate_forces() function that allows for stuff like this.