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This was really neat! I managed to soft-lock myself a number of times at first, but I think what I figured out was that I really needed to focus on holding the left mouse for the full trajectory of my movements. Switching to kind of alternating between hold the LMB and then tapping the RMB worked better. Without that it seemed like I would build up momentum and it could get out of hand very quickly until I was out of bounds. I played in Chrome on Linux in case that’s a factor.

Regardless, the visual style here was great, and the combined movement/attack systems was really clever. It’s a bummer you didn’t have any audio because everything else was pretty solid.

Nice job!

Curious! So, by our of bounds and soft-lock you mean you managed get through the walls somehow? 

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Yeah, exactly. Sometimes it would kind of bouncy around very quickly and then at least once for sure I ended up inside the wall (kind of tucked in a convex corner, about a full width of the ship in from the top and side). Once I was there it wouldn’t move at all. Something similar happened a second time when I was messing around to see if I could get it to happen again but I think the screen just went black (maybe I just went that far out of bounds?).

I just tried out again and it honestly seems a lot more stable this time around. I think I’ve restarted Chrome since then, so maybe that’s related. My best guess is that it has to do with the backward momentum when you shoot the harpoon. It seems a lot more subtle now. Maybe there’s some kind of initialization race condition that I got super unlucky with?

My guess is that it is something to do with the physics and CharacterBody2D specifically. Maybe I update the velocity incorrectly or something. 

Anyway. Thanks for finding an interesting bug. And thanks for playing!