Thanks for feedback! After game jam I was thinking about it and created little box with next vehicle’s color (and shape) in bottom right corner. Looks like I haven’t uploaded postjam version yet.
Kiel97
Creator of
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Or you can do it in more elegant fashion by using setter function on health variable.
var health = 100 setget set_health
...
func set_health(value):
health = value
if value <= 0:
die()
...
func on_area_entered(area):
self.health -= 5. # It's very important to write self.health instead of health if you use setter function
...
func die():
$death_timer.start()
$AnimationPlayer.play("death")
That’s easy. _process function is called every frame so If you reach health==0 your boss dies over and over. The easiest solution is making new variable alive, set it to true by default and then alter your _process function like:
var alive = true
func _process(delta):
if health <= 0 and alive:
# Here goes your die code
$death_timer.start()
$AnimationPlayer.play("death")
alive = false
Now die code triggers only once. Let me know if it works.
Very good entry! Rally Monster is awesome take on Brick Game’s Race game! Mashing monster in Alien Dungeon is cool too. Games play smoothly and are enjoyable. Graphics, sounds and all kinds of effects are amazing and in Gameboy fashion.
I have problems with game window being too small and embedded game itself is in scrolling panel mode.
Also what bothers me is controls inconsistency. To start game you have to use Left Mouse Button, to select game - arrow keys, Rally Monster controls with both A/D and arrows keys while Alien Dungeon can be played with WASD only. I think it should be much more enjoyable with unified controls for both games and game select menu.
Nice puzzle game! It takes some time to get used to it but once you learn how to play it it shows its brilliance. Some goals spawn on top of number blocks so it’s impossible to take them out. In my opinion you should release post jam version because it’s really cool game but it needs a lot of polish.
Cool concept but needs improvements. IMHO movement is too slippery (mountain climbing was frustrating but doable once memorized) and controls are not optimized. I wonder if changing Dash to Left Shift or Left Control would make game enjoyable. Restarting and going back to menu with key pressed would be cool too.
Pros for text-to-speech voicelines and adrenaline pumping track playing in background. It’s really cool for this type of game and I think in combination with more fitting tiles would make perfection.
Overall that’s a decent game made under 3 hours. Took me tens of tries but I didn’t give up and finished it with under 4 seconds remaining. I hope you find my opinion helpful and not offensive in any way.
Really nice idea and cool usage of so many themes and restrictions! I love your devlogs, that’s why I’m here! Level 2 and 3 are pretty tough but enjoyable once you finish them. I have found issue with gates - you can get pass gates when you drag’n’drop prisoners fast enough (to the left of gate). It it reproducible especially at the beginning of each level and it happens on both windowed and fullscreen mode. There are also issues with prisoners’ “dragboxes” - they are too small and you can feel it in stressful situations.
Overall it’s a pretty clever and innovative game. I really enjoyed playing it and watching devlog! :)
Interesting idea. Murderer waiting to act until night is a clever approach to ON/OFF theme. On the other side I have a feeling the game is not polished. On first try I got 2 actors killed and then got 3 points, every other try I moved all actors to the edge of game and nothing happened even after some time. Maybe is this issue Firefox-specific?
Thanks for playing and your feedback! Now I know levels I made are just too hard. Except timer trigger introduced in World 1-2 there shouldn’t be new mechanics to learn. But I still don’t know why World 1-2 is too hard. Maybe vital items are not visible enough? Timer switches are not so obvious? Who knows? I need to find out :) I had a lot of plans like making temple level with a lot of dangerous traps like moving walls, spikes and pattern based laser beams. I wanted to introduce basic enemies too. But, you know, it’s game jam and you have to cut things down in order to make playable game before deadline. Maybe in post jam version :)
Thanks for feedback. I feel I’ve spent not enough time on level design. But it’s heartwarming at least World 1-1 is well designed. I was thinking about brilliance of World 1-1 level design in Super Mario Bros while doing it and I tried to make good introduction level. And then I had to speed up making other levels to finish this game on time. :)
This game is simply AWESOME! Very cool touch on ON/OFF theme, random level generation, dungeon exploration and boss fight. And that extensive manual. To be honest I didn’t need this because gameplay is self-explainable. That’s mindblowing what can be done with such restrictions. My favourite entry! :)