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EggSeaker (Lame Jam)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #22 | 3.000 | 3.000 |
Fun | #24 | 2.333 | 2.333 |
Overall | #33 | 2.556 | 2.556 |
Theme | #36 | 2.333 | 2.333 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Pretty good, took me a bit to realize that killing the monsters was necessary, also the dialogues keep showing up after you leave without clicking the skip. One solution could be to force the player to not move until the dialogues are complete
thanks for the tip, Godot is a whole new world for me at the moment, so let's just pretend you didn't see anything lol.
If you are using Godot, probably the best way would be using a state machine and creating a state for "cinematic" or "dialogue" where the character doesnt respond to movement input. A quick one that I have used is making a bool variable, lets say "is_in_dialogue" or "is_alive", and then nest all movement code inside an -if- statement that checks for that variable. Then, in the function that triggers the dialogue, you change the bool. When the dialogue is completed, you change it again. This works easily if all your movement is inside the _physics_process
Dont worry about it, I saw nothing xD