taaaaaake oooooon meeeeeee
jaedablea
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ya there was an issue rendering a "lava ring" attack it was intended to be an area denying attack forcing players to think more about where they were and not wailing on the boss sadly I couldn't stop it from having rending issues, still not sure what causes it. Seems to happen on low end pc specs and the web browser not sure why tho
davedalus was the code behind it but it uses centripetal force as the main mechanic like a planet circling a sun inputting an option just gives a small boost in that direction rebound just reverses your direction entirely. If we didn't do tap to move the game would just move to erratically so we restricted the movement to just tapping to make it more coherent
fishe do the twiste love the game buuuuuut i think that i just found myself getting bored from the fight taking so long i love the art and the game's mechinics i could see this going somewhere but it just didnt feel good to even want to beat the crabieboi i could've played long but something about the game felt wrong i had fun playing it and it looked good but the mechanics feel kinda not unique
fishe do the twiste love the game buuuuuut i think that i just found myself getting bored from the fight taking so long i love the art and the game's mechinics i could see this going somewhere but it just didnt feel good to even want to beat the crabieboi i could've played long but something about the game felt wrong i had fun playing it and it looked good but the mechanics feel kinda not unique
the game was really fun but the boss felt like it had far to much health maybe im missing something but there's to much movement going on for the boss to be this healthy and doing this much damage and moving so much. the art was great and i thought i was gonna be playing a pachinco machine xD but it wasnt xD i didnt beat the first boss cuz i got bored
the beginning is to confusing xD just make the doors in sight and it'll be fixed however
this game is beautiful and deservers a good rating tho i feel there isnt much spinning mechanically
the games difficulty was pretty okay and the over music and sound was pretty good
the art was quite stunning using the color to its full existent
the game's controls were pretty solid but the holding e felt like a chore tho it wasnt that bad
boss's designs were quite interesting they were all very different.
overall really solid submersion
although I was not the coder on the project deadiless is an amazing coder and he really hit a homerun with the core mechanics with godot he really wanted it to feel like you were being drawn in as if it were real centripical force which he did amazingly at. He had said he was very proud of what he had done. Tho the engine is very powerful I think the coder is what made the mechanics so fun @deadiless thx buddy :3
There was a lot more i wanted to get done but there was a lot of hold ups this month from ice storms knocking out power, scheduling conflicts, motivations, the fires that forced evacuations, pc failures and more unexpected events that are personal. We had it rough, but, we did get something made. Even if its not up to snuff I'm happy with out it turned out (kinda) ^^'' there is no polish but there is a game here.
notes from the art side of things:
I really disliked the perspective we choose for this game, it was difficult to make things look cool and still follow through the game's mechanics. As the artist I wanted a lot more features such as screen shake better arenas and health bars as well as backgrounds but due to the limitations of the issues we encountered we were stripped down to the bone on what could be done.
a lot more effects could have been added as they are in the games files and even updated stuff that just weren't swapped out a lot of this is still the test art so im sad to see all that art go to waste but worry not they were be put up on my itch for free.
Additional note please don't change game engine speed without talking with your artist xD the animations were created at a set speed and the engine speed doesn't cooperate with it if you don't follow the same thing in mind "speeding up" an animation to that speed still messes with production. This wasn't much of an issue for our game but it was at first.