Were you on Firefox by any chance? Seems like some people are having issues with that part on Firefox but not on other browsers. Hard to imagine there's much I can do about that, though..
lemonsaurus
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I absolutely adore this mechanic, and I want to play a full game of manipulating objects with my mouse while platforming. One tip; lock the platform you're standing on so it can't be moved around, I accidentally "pulled the rug out from underneath me" a few times.
I think the main thing this is missing is just some friction on the ground. Right now it feels like the character is on ice! The way I handled that in Quadropus is really simple: if the player is not holding down a button to indicate they want to move left or right, start applying some friction. Just set up a small export float and reduce the x velocity by this amount whenever the player isn't actively moving.
Once the player has slowed down to or below a minimum speed (set up an export value for this too), you just immediately stop the player - set velocity to Vector2.ZERO.
This gives you two simple export variables, minimum speed and ground friction, that you can tweak to find the perfect amount of grip for your character. To figure out what to set the actual values to, just boot up your game, run around a bit, and without closing the game, just change those export values in the inspector, and you'll see the game update live! You don't even need to restart it! I don't know if you knew this already, I learned about this during this jam myself and it was a revalation! Makes prototyping and tweaking stuff so much fun.
By the way, feel free to poke me on the Discord if you ever wanna chat about player controllers or anything else! I'm @lemonsaurus in there.
I was pleasantly surprised by this one. The graphics and the name made me expect something unfinished and unpolished, but there's actually some really good stuff in here.
The game feels a bit like Enter the Gungeon or Nuclear Throne, and I was particularly impressed when I got to the boss fights! Those are excellent!
If you splashed some more polish on this, it could probably end up pretty good. The thing that bothers me the most is probably the sfx that plays when you shoot, that gets really frustrating after a while.
Thank you so much for that flattering comparison!
Your feedback about the narrator inconsistency cuts deep - you are of course right to be disappointed. Little things like that are so important. Patching that bit of dialogue was on the list of things to do, but sadly we just didn't have time to get that in before the deadline. (we wrote and recorded the script before we named the game!)
I really appreciate the feedback.
Excellent concept. I think the controls are a little too slippery, and I think the mechanic would work better if you have to land between each teleport - right now, spamming teleports removes the entire challenge.
I really liked the music, and some of the pixel art is really gorgeous. This is a solid jam game, you guys should all be proud.
Hey, I appreciate the feedback. Platform controllers are tough to get just right, and I'm not 100% happy with them myself. I have some input buffering for jumps, there's stuff like coyote time jumps, wall slide stickiness, and various other mechanics designed to make you feel in control, but I could've used a few more days of tweaking the values for each of those mechanics..
Thanks for playing!