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Lysquid

49
Posts
5
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3
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A member registered Jul 11, 2020 · View creator page →

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My favourite from the jam, too bad I discovered it with the leaderboard after the end of voting. This feeling of beeing overhelm by everything needing your attention everywhere is what I wanted for my game, and it's perfectly executed here.

Good job!

Yeah, that's precisely the problem we faced, group management isn't rewarded enough despite being the main gameplay element. Thanks for the suggestions!

Thanks a lot! That's exactly what we aimed for, even if it can become frustrating at times ^^'

Really cool game, with a good mechanic and map long enough that I raged quit before the end x)
Keep going ! (with Godot <3)

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Thank you so much ! Here is my move and slide function right now :

velocity = move_and_slide_with_snap(velocity, snap_vector, Vector2.UP, false, 4, PI/2 * 0.7, true)

I had tried to with stop on slop true, but it's even more glitchy and the character never slides, which feels very weird on steep slopes. It would be nice to be able to control how slippy the terrain is.

The problem with the jump isn't actually that you can't jump, but it seems that you're jumping in two different directions at the same time when you are in a corner, which kinda cancels it. Now I am thinking about it, it might be due to my jump function, that's not working properly if there are multiple floors :

velocity += get_floor_normal() * jump_speed

Thanks again for the great explanations ! I'll try these ideas and others you gave me. 

Hey, thank you ! I'm definitely not proud with the physics, but I spent a full day trying to do something better without success ... As a Godot user, you might know what I am doing wrong ? I use KinematicBody2D for the character and the platforms. The player moves with move_and_slide_with_snap in the _physics_process, while the islands have their position and rotation modified by AnimationPlayers synced to the physics process. I could increase the floor_max_angle in the move and slide of the character to stop constantly slide, but then it does weird things with the jump, and you can't jump in a tilted corner (which is even more annoying). A lot of times, it felt like Godot wasn't meant for this kind of experimental game.

Thank you for the comment ! That's exactly the experience I wanted to create.

Hey, could you please tell me more about this ? Was it playing, or just not responding to inputs ? Thanks!

Thanks for the feedback, I'll definitely add WASD for the post jam.

Oh, could you please tell me more about the problem ? Have you clicked on the game once in full screen ? For some reason it's necessary to make it focus. Thanks for the comment !

Ah actually shift+M is not a toggle, but you're right, it should be. Great time, glad you liked it ! :D

Hey, thank you for making those nice assets available ! I used it in a silly game of mine : https://lysquid.itch.io/suicide-spacesheep

Thank you for the feedback ! Glad to see the work on the level design paid of, but you're right, there are still improvements to be made on the audio.

De si bonnes musiques, merci de les rendre accessibles !J'ai fait ma sélection pour mon jeu, ça améliore tellement l'expérience, je m'en lasse pas.

https://lysquid.itch.io/suicide-spacesheep

Hey! I kept the jam momentum to make another game : Suicide SpaceSheep. It's even more chaotic, check it out!

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Leaderboard

  1. Juloroti - 555
  2. Syrus - 324
  3. Lysquid - 315
  4. Pyfinity - 78
  5. YL - 56

Thank you, this is so motivating!

Wow that's a lot of ideas, I never thought this far. Thank you so much, comments like yours give much motivation to keep going!

I hope there will be a post jam version then!

Thank you for the feedback! I actually implemented coyote jump, but maybe 50 ms isn't enough.

The art, the music, the gameplay, such a cute game! You're very skillful.

Nice game! I really like the graphics and colors. As other comments mentionned,  the movements could be improved.

Amazing game, it feels very polished. The music is so cool I love it. The combats could maybe have been a little faster, when you have a lot of soliders it can feel long since it's just randomness. I'm impressed by how much you avhieved with Godot, good work!

Too much time was spent on this one animation, glad it was noticed, thanks!

Thank you for the feedback!

Thank you! Glad to hear the progression and the controls worked.

Yeah I should have added more conditions for the shift+s.

Thanks!

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Thank you for the beautiful asset pack! The complete grass tilemap was exactly what I was looking for. I made a small game with it : https://lysquid.itch.io/far-lands.

Edit : your art was highly praised in the comments of the game jam submission, thanks again!

Thanks!

Thank you! I tried to hide the weeknesses of the physics in the level design, good to hear it worked for some.

based

Yep that's how it turned out unfortunately x)
(btw I removed duplicate comment)

Thank you!!

Thank you! I feel so honored, but we still have plenty to check out. Btw the art is not mine, I just do code.

Thanks a lot! I'll definitely check it out

Thank you for the great feeback! That's an impressive time for a first run. Collectibles would definitely be a good addition indeed.

Yeah I am definitely not satisfied with the physics ...  But I had to move on at some point to submit something. Thanks for the feedback.

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Yeah I never played it but after testing my game I had the same thought : wait, this is basically Getting Over It.

Thanks a lot! Tho I feel bad for getting credit for the music and the graphics, that I just took from the internet .. The map is actually fully scripted so not infinite, but it can feel repetitive pretty fast yeah.

Lovely game! The gameplay, the art and the music all come very well together. If I had to give a critic I'd say that the progression could be a little bit faster to reach the intresting waves with lots of mobs faster.