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(+1)

I agree with all of this, it can be annoying to move. For the sake of the jam, I don't want to introduce any drastic changes to the gameplay, but I like the ideas a lot. The repositioning idea was actually how the game originally worked, but was a lot more bug-prone as I would have to deal with drop zones, collision boundaries, and gravity for objects. If I reworked this, I'd probably just make all objects physics-based to get this idea working...


I've added a hotfix to address some of these issues:

- More than doubled the time it takes for crates, barrels, and rocks to move back to their original positions

- Made coin colliders larger to make them easier to grab (grabbing these were a pain for me lol)

- Decreased camera movement sensitivity, making it easier to drag objects like crates and barrels without the camera also moving. This consequently makes scroll a lot more important in movement, for better or for worse

Hopefully this improves the experience, I have the original build as a backup in case this ends up making it worse though


Side Note: I'm not seeing the potion bug however, the witch requires an empty flask, some potion ingredients, then a fully made "love potion". So it's two different glass bottle assets although they look very similar to each other.


I appreciate the useful feedback, thanks for playing! :3


(+1)

Feels much more manageable now. =)  And I figured out what tripped me up about the potion - the liquid in the flask is partially transparent, and combines with the green of the grass that it's sitting on for a gray color almost identical to that of the glass.