Thanks for the comment! I had planned to implement a terminal that you could use to hack a bot of your choice, but I had to scrap that feature when the deadline came closer.
orange anvil studios
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Thanks for your comment and for sharing your thoughts! You have a very valid point on having the Shift key for dashing, as I think that works better indeed (and is the standard), but I didn’t get to it in time. Will definitely add that in an update.
You hit the nail on the head with your guess where I spent most of my time :) and I agree that the world is quite big for being that empty. I was planning on adding some story beats in between, but as others have mentioned as well, some other enemies might be a better idea and fit for the game. I will give it some thought.
Thanks for the comment!
actually, the solution for the puzzle could be used for the boss as well and is actually the easiest way to beat him (and the third) as the boss is slightly faster than the first one. However, I implemented a minimum velocity for the spear to actually count as a hit to prevent making it too easy, so perhaps it didn’t hit fast enough.
Anyway, I’m glad you enjoyed it!
Thanks for your comment! Happy you enjoyed it. I enjoyed creating it and might indeed take this concept further with more puzzles and unique bosses.
I also thought about adding a hard mode (you only have 1 heart) and a hardcore mode (if you die you need to start over) and a combination of the 2. Seems like some nice low hanging fruits to increase the challenge.
The boss is indeed 3D. I modeled and animated him in blender. In Godot I created a 3D scene with the boss, an orthographic camera at a 45 degree angle and a light. In my 2D scene I then added a SubViewport with the 3D scene as a child. Then finally I added a Sprite2D and used the viewportTexture to render the viewport to the sprite. Then the most finicky part was getting the hitboxes of the fists slamming the ground to align with where they visually were (due to the angle). For that I drew some path2Ds and made the hitboxes follow those paths based on the rotation of the boss.