WASD to move / Space to jump.
Right click throws the currently held orb.
Left click uses the held orb (Green orb is just a better throw it doesn't scale you).
My level High Scores:
Feedback (PROS):
Feedback (CONS):
Patch Notes:
Additions:
Reimported the art so it looks better (The heart doesn't seem affected)
Holding DOWN will make you fall faster (it doesn't do that much, only multiplies downwards acceleration by 1.5)
The game now uses the correct icon
The level does NOT reset on a death, the player and all keys will get reset, however nothing else will change. The player will still lose 100 points. Time will still get counted while the reset is happening.
Stats screen now shows the % of the maximum score you got
==> It is made in a way that it automatically calculates the maximum score possible, if it seems off, please tell me
Going through a gate now awards 270 points
Removed a key from Level 1
Added a level before Level 1 (Level 0 / Tutorial) (Note: The tutorial is mainly just I need one for the game, It is meant to teach the player how to play, I will make an invisible tutorial sometime later)
Pressing play will take you to Level 0 instead of level 1
Added a basic particle effect for taking damage
Added a basic particle effect for walking
Added Mobile support
==> There is a button in the menu to enable/disable touch controls. There are all controls possible with touch, including a button to take you back to the menu
Fixes:
The player will no longer be blurred when moving
If you somehow end up inside the heart hitbox before it is able to be collected you will collect it upon the heart being collectable
Spamming jump when switching from menu to level or when skipping the splash screen will no longer cause the scene to reload multiple times
Misc:
Target FPS is now 144
Physics FPS is now 124
Logs get created, which are essentially what the console would print. The console is disabled
==> There is a lot more information in logs then what was in the console
==> Logs should be stored at C:\Users<USERNAME>\AppData\Roaming\Godot\app_userdata\Linked Life\logs
====> If you look for logs and they are NOT there, please tell me, so I can try to get you the correct path
The game uses GLES3 now for things like particles
Some things that are impossible to notice
Changelog
Added a block in level 1 to make destroying the heart easier (second enemy)(edited)
Dying will now reset the number of keys in the level
All keys will now take you to the correct level if they are the last one collected
Dying by an enemy will not set you to 3 HP anymore
All keys in level 1 will now take you to level 2 if they are the last one collected
Changelog
• Added a splash screen at the start of the game
• Removed score multiplier
• Continued working on hearts, and changed quite a bit about them (the majority of the work)
=====> They now have an animation
=====> They now can be destroyed for points by running into them from the side
=====> They can ONLY be collected by jumping on them
=====> Much more changes
• All enemies SHOULD move at the same speed
• Made the player start at 1 hp
• Changed how damaging enemies adds to score, the less HP you initially have, the more score you will get
• Made the game 16:9
• More changes I don't remember
I really liked working on this game, so I will continue working on it. I made a alpha build that I want to use to test some changes that I want to make with the game, because currently the game is quite easy.
Change log:
• You no longer gain HP after hitting an enemy
• When you kill an enemy, a new HEART object will spawn (and not move yet. It's an alpha for a reason, bucko)
• When you bonk on the ceiling because of a jump, you do not stick to the ceiling until your velocity goes down
• Removed about 5 if-else statements that did LITERALLY NOTHING
• Made the game a lot easier to work on
• Started adding GMTK Game Jam branding (not visible yet)
Thank you for playing the game all the way through SilversMind! Yeah there wasn't much reason to engage in the mechanic, I need to make that more prominent. I also want to add more ideas to it, especially more enemies, and I might add something so that the key can only be collected if you kill X enemies or kill a boss or something. Thanks for the feedback!
The main mechanic is something that I need to make more important in the game, yeah. I'm changing it to defeating an enemy + getting a pickup to gain health. The gravity is meh, especially because bonking on something above you doesn't set your y velocity positive (thats how godot does y value, dont question it), so you can just sit on the roof for about a second while your y velocity goes from - to +. I need to add a fix for that as well. The random amount of speed was just me picking a speed and saying "eh, itll work", so yeah, that should get changed (or uniform). The way that the enemy HP works is when you first hit an enemy, their max HP is Player HP -1 (so that if you are at 1 hp they instantly die). That could be said more, and what I have is that when the healthbar shows on the enemy then their HP is set. I need to work on player feedback a lot yeah.
Thank you for this feedback.
I did think about doing speedruns (there is a skip in level 1 that I purposely added), and this brings up how easy it is to beat the game. I'm going to make it possible to beat the game in a 1 life speedrun by changing how you gain health so you have to kill an enemy and then pick something up.
Thank you for the feedback!
Thanks! I had fun making it. The way that the enemies and player were paired is that (it gets complicated [not really]) when you first hit an enemy, their maximum hp is set to your current hp, then they lose one hp because you just hit them. You also gain one hp (getting changed because I don't like how it works).
WHEN YOU FIRST HIT AN ENEMY: Enemy HP = Player HP - 1
Thanks for the feedback!
I gave myself about an hour or 2 to just add some small things like that because I feel it drastically improves the game. The enemies slowing down was actually originally a bug feature where the enemy would stop while the iframes (they aren't actually invincible, but the player is when the player is in iframes) were going on, so I decided to add it. The player's jump was just something I ended up getting used to, its buggy lol. I intend to make it feel better (and not make you able to just stay on the ceiling for about a second. The way that the hit detection works is actually not separate hitboxes, because I don't know how to do that, so it just checks if you are going down.
Thanks for the feedback, I do intend to keep working on this game.