Thank you! Four days actually, it was for a game jam
Quentin Delvallet
Creator of
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I did nothing special for the 2D physics to work on web really, make sure to not have too many unecessary collision detections or too complex polygon shapes, you may also have to change global 2D physics parameters in the settings
If you have code around collision you may want to use _physics_process instead of _process, there's lot of direction to work to improve performances
Here's a rough description on how to do this ^^
https://quentindelvallet.itch.io/catbox/devlog/785563/how-to-do-a-recursive-dime...
"I guess I could do $3.50"
Can also do 360s in the air 8)
Okay, so this is extremely sick, I have nothing negative to say, the polish on what is there is on par with full game releases. I loved the non linearity of level design, the dynamic gameplay, the visuals, everything, I played it more than I should have. The last level was quite a challenge, but it was mostly about me ignoring the green things at first and then being dumb on wall rides.
Also score to beat on first level
I just checked your profile, I'm honored to be visited by a wizard fan ^^
In my initial plans I had a lot of goofy elements but those are hard to come up with and they usual don't merge well, that's why I went with more traditionnal things like fire/water, BUT THE CHEESE WIZARD STAYED because cheese is cool :D
The performances are definitely more of a "me coding" than the web browser, there's more work on that to do. Yes, readability is kinda in a weird place right now, being also a full game design element (shadow blocking view). Most spells right now are huge AOE because I couldn't come up with a cool way of coding more fancy area effects (but I know now!!)
Thank you for the big feedback and for playing o/
Thanks for playing and for the feedback, I hope you met your deadline :D
I'll say I'm not fond of an undo button, live with your mistakes! My philosophy for this game is more about fun chaos instead of tight difficulty we could find in usual tactical turn-based games, so a mistake shouldn't mean the end of a battle.