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I really enjoyed it. Loved the funny dialogs and the overall level design. The half hight blocks combined with some props generate a interesting open world experience. A part from your last years entry it seems kind of unique to me. Or maybe it is the combination of the geometry along with the texturing. I am not sure but I like it a lot. 

The "nothing here" secret was also one of the moments I laughed out loud. Brillant and very inline with the Mounty Phyton vibe. While I was playing I often thought "would'nt it be cool to be able to jump onto the half height tiles?" Maybe an idea for next year?

I read that you are not happy with the movement, I did not have much issue with it. I think it is okay. But if you are interested I went past queuing and now prefer to use a camera follow model. So the player movement is instant and the camera follows the player. This allows the player to move as fast he likes (and you allow) without being forced to wait for the transitions. Think of it more like a way point system rather than an input queue system. This of course solves some problems but generates others. Namely clipping. You have to make the camera follow system level aware so it can and must adapt to the content of the tile it is going to pass. It is not always a perfect system and it is more or less in a experimental state. Just mentioning it to hopefully spark some ideas.


Cheers!