completely surpasses poop collector 8999, im looking forward to poop collector 9001. i hope it continues the (spoilers) poop collecting (/spoilers)
GloopBloop
Creator of
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There is variable jump power, but you can only control it in a small radius around the player. This was mainly due to how difficult it was (and still is) to move toward the edge of the screen when you're already close to it. I think a better solution could have been to make power based on the proportional position of your mouse between your slime and the edge of the screen, instead of just how far it is from the slime, but I didn't think of that until after the deadline. Thank you for playing and leaving a comment! :)
I like the visuals, they're charming and effective at communicating information to the player. The camera is a bit janky especially when jumping up a level and the drill looks a little larger than the vertical hitbox seems to be, but the movement overall feels snappy and fun to control! Also, the concept of trying to get higher up to dig down is an imaginative interpretation of the theme. (And the mole knight is cute. Peak character design.)
SharedArrayBuffer support is currently experimental on Itch.io and Godot 4 games require it, so unfortunately I don't think I can fix the web version for people who are having issues with it, but downloads should work properly now (as long as you're using Chrome or download from the Google Drive link in the description, since this issue was also affecting downloads).
It took me a little while to figure this issue out, other people are having it too. Because SharedArrayBuffer support (which my game needs) is currently experimental on Itch.io, downloads don't work on Firefox, but they do work on Chrome and other Chromium-based browsers. I also added a Google Drive link to the description as an alternative download option.
Very strong core gameplay, with a simple and easy to understand core interaction but a lot of depth that stems from it. It would be cool if abilities interacted more, for example, if the max shield upgrade increased your max health when you had the perk that turns shield pickups into health. Still, the abilities themselves are all fun to use, plus it's really satisfying to go from having to save every hp, shield, and coin you can early on to being able to play more aggressively with some health regen perks!
This game was really fun, it reminds me a lot of Kirby! The tongue grapple mechanic is really interesting, I'm sure the final game would be fun to speedrun. I especially liked the bossfight against the umbrella bug, it had the right amount of mechanics (not too simple, not too over-complicated) and got more tense as the fight went on in a really natural-feeling way! (It might be nice if he flashed white or something like that when he was vulnerable, it took me a little while to realize when I could damage him.)
I found a couple bugs, including one where the pause button checks if it is held instead of just pressed, so if it's held for more than 1 frame it will keep opening and closing, and one where the coins I got at the end of a level for extra time would never stop coming (which may have to do with an issue with the timer, since it wouldn't decrease during the cutscene). These issues might be caused by 144hz displays, since that's what I used to play the game.
Good luck developing the rest of the game, it and the YT devlogs are really great! :)