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Pretty fun, I love the style. I had some trouble with the bosses but it was just a matter of learning their patterns. I must say I'm not a fan of the slippery movement; also the resizing results in some inconsistent pixel sizes, and the window scaling makes it so you can move in sub-pixel amounts, which clashes with the otherwise retro spriting. I think that with snappier movements and art made to scale you'd have a much tighter experience, though of course it's pretty good as-is.

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Originally I wanted to have actual sprites for the big stuff instead of just resizing them (which I did do for coins and bullets), but that wasn't a priority. If I ever update the game, I'll probably end up doing that.

As for movement, I'm not really sure what's slippery about it. It's clearly an issue since others have brought it up too, but it feels fine to me. Like you can stop exactly where you want to, which you wouldn't be able to do if it was slippery, so I'm not sure. What specific thing about it feels slippery so I know what to change?

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I feel like there is a veeery slight delay between when you press a key and when you start moving or ramp up speed, and likewise there is a small delay between when you lift the key and stop moving, or when you suddenly turn from left to right. Does movement have any acceleration, or is it instant? I think it may be compounded by two things: Shinmy not having a walk animation (granted, because she's in her bowl), making it feel like she is sliding; and the subpixel movement when you go fullscreen. I noticed you are using Godot, and there are some settings relating to that last point, but they changed in Godot 4.x so I'm not sure how they work now. I know that in Godot 3 you enabled 'viewport' strech mode, 'keep' aspect, and GPU pixel snap in the project settings, so that your game scaled in a pixel-perfect way when you change the window size.

Ok thanks I fixed it. The movement should hopefully be better now.

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Oh hey, awesome. thank you. I gave it a quick play and the movement feels great.