Amazingly cute visuals! Great polish! What a wonderfully impressive game :)
qtip
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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 :)