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Amaryllis

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A member registered Jul 07, 2023 · View creator page →

Creator of

Recent community posts

Thank you! There are definitely issues; I would love to hear what you felt made combat feel bad. For alchemy, you have to select a body part, then select it again to toggle allocation. Could be clearer, for sure. Thanks for the feedback  :)

Thank you! The idea of the class choice is it determines your starting moveset (2 attacks), and you would unlock the rest randomly over time as you use your sword and "level it up". However due to time, they're just all unlocked from the start, so not super meaningful choice.

I actually prefer how it looks in motion, it kind of increases the fidelity as you get an illusory average of the different frames. Plus it feels like it twinkles. But I imagine it's very YMMV; there's some attempt at dither stabalizing I attempted but it's not very good and requires a certain sweetspot of mouse speed. And by nature, only works on looking, not moving. Definitely something I want to focus on improving after the jam, but it's a non-trivial issue.

Thank you! I do want to improve the clarity of the shader and maybe add an option to swap to bayer dithering, just didn't have the time. I read doing the dithering at 2x before downscaling can help. Also the color is meant to be gold but it might be displaying differently on my screen because I was surprised at how it looked viewing the itch page on mobile! 

I will add the assets credits to the itch page as usual, just taking a break after working on the game right up to the deadline.

Thanks, what about it did you find confusing?

Whoops, I set that early based on what works for me and forgot about it. Should have made a setting for it, my bad

Yeah about what I expected. This is with the download version? 

I'm using an addon for physics because Godot's built in are crap and I guess it adds additional error points in the export process, which sucks because I planned my time around Godot's quick exports. After the jam finishes I'll probably come back and fix it.

Also I'm so sick of people calling me "man", stop it

Oh no  D:

The npcs definitely aren't meant to be like that. Sounds like default shader params which i probably should have initialized to something.

Thanks for the kind words  c:

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Thanks! The controls were a tough one, because the original vision required being able to change your expression on the fly, in response to NPCs you interact with. So it needed to be something you can control at the same time as movement, hence the QWOP-y controls on the keyboard, and movement all on the mouse  :)

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Thank you! I was trying to go for a minimal info approach so it kind of subverts your expectations with how you control the fruit, but maybe it didn't work out so well hehe. Also because I like when games kind of throw you into the deep end and you have to figure it out
Make sure you're holding the mouse down to charge up fully, and you can also get a little boost if you release it just as it reaches the top. And when you die, you simply respawn as another fruit, so hopefully it should be playable unless it's bugged  :)