Super cool game! I love the screen transition and the earthbound-style background animation. I think pixel art might have worked against you here since it made much of the lovely art blurry. Speaking of, how many cards you do draw? It was cool to see the variety. I almost hit $0, but managed to make it to win before I died.
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Thank you so much for playing the game. I'm sorry that the game frustrated you 😅. I think you've hit the nail on the head with the zoom level. I tried to let you change the window size to see more of the game, but the fullscreen shader was a little buggy under those conditions so, in fear of breaking it, I set it to viewport scaling which is why you can see so little. The two wonderful artists I worked with made very big art that I didn't want to ruin by scaling down, however in hindsight I think it would've been worth it because, yeah, you can't see much of the screen. I could've also maybe moved the camera to the right so your character is on the left half of the screen (but that would've made problems in other parts of the game).
The design I cooked up right at the start was a sort of clicker game. You start by getting only a few coins at a time at the beginning, and as you upgrade the rate goes up and up to where you're just completely overpowered and can easily just waltz through to the end. This requires careful level design and attention to the upgrade pricing curves. I think this is ultimately what I missed the mark on the most. I didn't get around to play testing until the last day or two of the jam so I really didn't give it the TLC it deserved and your comment shows that. If I had another day or two I'd tune things better.
Funny story, I had originally made it so you lose *all* coins when you die, but switched it to half right before I submitted. I think I should've gone all the way and just let the player keep the treasure haha.
Anyway, thank you again for playing!
> How did you do the drop shadows on the different layers
I'm glad you asked :P.
If I had done a 3D game with paper cards, it would've worked with AO turned on, but AO is seemingly not available for web builds. I wanted to use a shader param and give each sprite a height value to write into a custom height buffer, but godot doesn't have any support for multiple render targets. I tried having a phantom sprite behind each sprite that painstakingly matched its shape and position, then had that draw its height to a subviewport which I could use to compute drop shadows, but that would be IMO a lot of effort.
In the end, I created 8 separate "layer" Node2Ds and 8 corresponding SubViewports. Each subviewport had a Camera2D set with a visibility mask to render only one of the 8 layer Node2Ds. In a full-screen-quad ColorRect shader, I attached all 8 SubViewport textures as inputs and assigned a "height" to each one's alpha channel (this gave me the silhouettes I needed). For any pixel, I could take the "highest" of all 8 inputs et viola, I now have a height buffer. After that it was simply a matter of computing a sort of AO.
Why not include a drop shadow on each piece of art? First, it wouldn't give me any differences in heights, and secondly it wouldn't allow me to "kit bash" sprites on any individual layer as they'd all have conflicting drop shadows.
I'm glad you liked it! I had to tweak the HP and drop amounts a bit to try to get the progression loop. This meant the bunnies ended up with a lot of HP relative to your attack in the first bit of the game. If I had more time I would've tweaked things more, but I'm OK with how it came out. Thanks for playing!
Awesome game and super cute art! Picking up the orbs was very satisfying and the U-Magnet was easily my favorite pick-up item. The grenade effect of seeing the level below was awesome and very well done. A neat little extra detail I enjoyed was the edge of the world being the edges of the book. I felt the double grenade upgrade worked against me more than helped as it would trap my movement, but the extra line shots were very useful.
I loooooved the boss fight and I'm impressed you had time in a 9 day jam to include it. It made for a great climactic moment.
Overall, top-notch entry!
P.S. The boss is named Bruce Inksteen? Har har har
I really liked this! The sound design was incredibly atmospheric and creepy. The game loop for me was:
1. find the key
2. determine escape route while it's safe
3. use the key and get the heck out!
I didn't really need the shotgun, but it was nice to feel safe with it.
Super cool, I only with there were more levels :)
This was a very hard game! I enjoyed the part where the platforms were see-through and moving so I could predict where they will be when I unfreeze. The hard part was when I couldn't predict their movement ahead of time. A trick I discovered was to quickly unfreeze and freeze again in a safe position so I could at least see a small amount of movement before trying to jump.
I loved the backgrounds, they give me Dr. Suess vibes. I also really liked the "juice" in the animations. Neat game!
This is idea is very creative. In my mind I saw the game something like a turn-based game. I have a collection of resources, and a set of actions. Each action can only be used once. Each action has a set of preconditions and each action I take on my turn modifies my resources. I can freely undo and rearrange my turns. The gray modifiers (my favorite) I pictured as "The next action you take, do XYZ such and such".
To me this is wide open for creative ideas! E.g. I'd like the ability to take an action more than once; this could be accomplished with, say, a node spawner that lets me create new nodes (e.g. "Tell the moose to calm down" or something)
Overall very cool concept!
I played this in VR. I've always wanted to do a VR game in godot, so it's very encouraging to me to see how this turned out. I am impressed. I found that I could just rapidly press the trigger and grab buttons back and forth to drop a ton of figures quickly which would basically make me invincible. The hands and zombie animations looked good. Thanks for making this!
I love this game! It's like a Mirror's Edge version of Superflight. The soundtrack and HDRIs are very nice. As I played I slowly learned what jumps I could make and which I couldn't. At first all I did was wall climbing but soon my mind started picking up on places I could reach via wall jump. Very impressive!!
What an ambitious game! I quickly got invested in the character and liked that your two games were tied together narratively. It would have helped to have some visual feedback when I hit an enemy so I could tell if I was actually hitting them (like how the boss had its health displayed). Also it could have helped to know how many more levels I needed so I could feel like progressing. Still, pretty darn cool game with a neat cyberpunk vibe.
P.S. Unfortunately I cannot understand Spanish so I couldn't find out what happened in the end.
Thank you so much for playing! Your criticism is on point and I completely agree. The fire works by averaging heat between adjacent tiles, and burning tiles increase in heat until they are out of fuel. What I should've implemented was ambient heat dissipation. Instead in a last-ditch effort (no pun intended) I put per-frame heat reduction in the trenches (which otherwise are just tiles with no fuel thus cannot burn). Water reduces heat per frame for the tile it's on, but yeah, it's too weak.
Here is an image of the heat spreading. I considered leaving this debug mode in the game haha
Thanks again for playing :)