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I think the premise is fun and the enemy's pathfinding is cool, and the art and audio are pretty functional for the game.

Pushing up against a wall makes your jump shorter, which means to get up most walls you need to awkwardly let go of left/right. The character's hitbox seems to be a square even though the sprite is round, so barely not making it up a wall doesn't feel great. 

The crafting system has potential to be an interesting resource management game but the items are expensive and craft-to-reach areas don't reward you with more resources than it takes to get them. It's hard to get full value from the crafting when you need to save them until it's impossible to keep going, it's really easy to put them in a useless spot, and the UI doesn't show what they do or how much they cost.

Pushing up against the wall makes you jump shorter. WDYM huh. lemme try it rq. Well it works fine. It's variable jump height. Press space/z longer and you'll jump longer. I dunno. how did you miss barely. but yeah. point noted. would try to have a better collision, though we don't know where did you miss. a screenshot or a video dmed to me ig? Well, if you use them the right way, they do help you. You just haven't figured out the way. Send out your gameplay. Well, i feel what you mean about the useless spot or wrong item. I've felt that and that's something that is indeed bad. but yeah, we couldn't fix it in time. Well. we thought someone could try and error. like, we couldn't make a tutorial on time. but yeah thanks for the feedback.

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If you push a direction against a wall as you're jumping you can't jump over anything higher than a 2 block wall, but if you're not holding left or right as you're jumping you can get over a 4 block wall. This is true even if you hold down jump the whole time.

There is also a walljump, but it doesn't let you climb up a single wall, so it's not very useful for the level design and is more likely to throw you somewhere you didn't mean to go. The walljump would be more useful if there were vertical pipes that you need to walljump to climb.

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i'm aware of the "wall-friction" issue - i couldn't figure out why it was happening. i have a feeling it has something to do with godot's physics even though i'm using a CharacterBody2D so i don't think it should have friction against walls? regardless i apologize for the issue.

EDIT: oh, it's because it ends the jump when you enter wall-slide. so of course you wouldn't be able to jump as high. im stupid .-.

as for the ability to walljump on a single wall, I kind of just assumed it would be bad for the game's design and tweaked the wall jump physics against it. perhaps we should reconsider in a post-jam update. (but i do feel like it would make springs less useful. (or, i guess they would still be useful when entered from a booster, (or when there isn't a wall to climb. (and the spring is faster than a wall-climb.. (should i even worry about this?)

anyway, i'm very thankful that you decided to play the game and even comment on it!

lemme try that rq. hmm. so it really is so. well. hmm. so it like sticks whenever there is a horizontal motion towards it. well. maybe, what you want is like it happens when you are far away from it. and ok, i get that. and that's a tweak that can done easily. our playtester had no problem with that. Also the wall jump was made to stick to walls and jump onto the opposite direction. well, ig you wanted to have some distance to make that happen. well, will think bout that.

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oh also about the slime: i do agree that a lot of "slime cache" areas do not reward the player with enough slime to make access to it worth it. (we kind of forgot to add more slime there. and by i guess by "we", i mean "i", because i'm the one who added more slime pickups to certain cache areas). but from my experience playing it, i think it's adequate enough to be able to build enough structures. i feel like i'm able to do a lot of level modifications after getting the hang of dodging macey on round <5 speed. or maybe i played the game way too much during development and i think the game is easier than it actually is.

also, i feel like restricting the player's slime count would probably help with replayability because . uh... the player would have to compromise a little bit. then maybe they want to try again so they can do better on the next playthrough. ..maybe that's fun? actually it sounded better in my head