Quite a fun racing gaming.
ZenericGuy
Creator of
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Thank you for the feedback. I was avoiding static traps specifically because the theme of this game was meant to be trying to evade enemies who were chasing. I wanted the players to have free reign to move through the level.
I did spend more time on the pathfinding than I had wanted to, and by the end, I just didn't have time to implement anything else.
Thank you very much for the direction. I had plans to check out Brackey's new videos very soon, but I didn't think he would cover pathfinding of this sort. The method I was using (from another tutorial, based in 3.x Godot) used raytracing to generate points the enemies could move between. I wanted to make sure the enemies could follow the player up cliffs and across jumps. But, the raytracing refused to detect collisions with the tilemap, so my next goal is to learn more about the raytracing systems in Godot.
This was a very fun game! I'm not sure if the coyote jump is in already, but if it is, it may need to be increased a little, because the jumps still feel a little unforgiving.
I did find a really fun bug on the Everything Everywhere level. If you drop one ice block on top of another ice block, then the physics of both will no longer properly apply gravity, so you can push both over the hole and they won't fall. I didn't find any good exploits for this particular behavior, but thought I would point it out.
All in all, it was very cute and a bunch of fun!