I think the issue is that MacBook resolution is double to what it says. So it should be treated not as wh, say, 1080, but as 2160. Better yet is to use viewport/stretch or make relative resizing. We had the same issue and had to make stuff resizeable (and positions adjustable) to the viewport_rect rather than being of a certain size.
Rakudajin
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Cool art and music! I also like the feel of "speed" in the game, something very different from "vampire survivors", yet that speed makes it especially hard to collect the ore :( Maybe auto-pickup to a higher radius would make it less frustrating?
I also really liked the idea of perma-death as hitting the spot where you died previously - something not relevant in a slower-paced game, but with unpredictable movement due to high speed it can actually be a cool sudden obstacle!
I like the vibe a lot - the visuals and music are very retro-cyberpunk-ish. The mechanics is also interesting, but the resulting seems to be broken for MacBook - the image opens in quarter of the screen size, but the mouse seems to work as if it was a full-size, so it was really hard to wield the mouse correctly
Thank you! Yep, we need to do something with the coinflip, and maybe rearrange the turn order... A lot to think about... As for the obstacles - it broke a bit after we changed the level dimensions - going from 20x20 level to a progression from 12 to 20, but broke the asteroids and mirrors count ;( But we found it out only after the submission deadline, so it was too late to change :(
And yep, it would be cool to make a boardgame of it :D
A really cool game! I could imagine spending hours with it, especially on the phone - you combine quite some mechanics within just one action, which is really cool! I really liked how passing through more enemies increased heal/damage. If you plan to make it into a full-fledged game - It would be cool to see some upgrades, and I can easily see room for that - like more range, more bounce, higher multiplier, etc.
Great idea! Yet it's so heavy in terms of attention and prediction - so hard to control angles of both guns and platforms and with limited ammo... I don't think I managed to survive even a minute :D The idea is great though, but I would recommend limiting the amount of manipulations a player has to control at the same time. Like maybe guns have infinite firepower and fir all the time (or lasers?), and you need to adjust only two platforms? It would be already challenging enough
Omg, it was so fun! The game where you fear yourself more than your enemies :D I really liked how you made your bullets hit you, but without making it completely overwhelming - it's nice trying to dodge your own stuff :D I hated (in a good way) that you are even rashed to pick up the upgrades because you can die while you do it, since your bullets keep rolling :D Great submission, I'd give it 6 stars for fun :D
It was quite fun to play! I enjoyed building a max-bounce structure and then trying to aim the last ray where I needed :) It was fun to see that platforms can blow up when not upgraded enough! And getting the damage over 100 was rather satisfying :)
The only issue was that that game was quite laggy, and almost froze a few times
Tbh I never used tweens, I use animatedsprite2d - you don't have to use animation there, you can just refer to each sprite by number. And e.g. in my current Minesweeper game, I just set the sprite frame number to the logic number and it's quite convenient to organize.
But yep, awaits are hell :D I ended up doing state machine to avoid races and tons of awaits (there are still a lot of them though)
But I'm also new to all this, like 2-3 months in godot/game-dev, so I'm not sure my approaches are good as well, just sharing how I approach these issues
It took some time to figure out the mirror mechanics, but when I got it it was a fun game to play!
There is some confusion about number changes - it seems numbers change with a bit of a delay, so I often felt like the card before movement was 5, but I got hit on 6 - but then I noticed that the number updated was 5.
I love the art and sounds, but I'm confused how to rate it, given it's from Balatro :D