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Almost reached the cookie... The game kept me engaged surprisingly long. I think the music played a big part of that. Level design was nice but the player collider was too big for my taste. There were too many cases where the character visually wouldn't hit the spike but the collider doesn't give any room.

I noticed the music is spatial? I would probably take that out unless it's by choice. One of the irks was when resetting and there is this jarring sound. You can do this by changing the AudioStreamPlayer2D to a regular AudioStreamPlayer.

I think this game reminded me that a lot can be done with fewer assets.

Well done!

CodeRaurus, I didn't come across a jarring sound while I was playing the game on itch.io, nor was I playtesting the game in Godot 4. Can you describe to me how you encountered the sound? Also, I didn't know the music was spatial. I just followed the Audio part in Brackeys' Godot tutorial on YouTube. And you say that the hitbox is too big? I think the reason why is because I chose the spikes a RectangleShape2D, and placed it all around the spikes, and I also gave Owlet a RectangleShape2D, so I think that's the reason why you think the hitbox is too big.

Thanks a lot for enjoying my game, though! Really appreciate the advice and feedback!

I'm not sure how to explain the sound... But it happens when you respawn and goes back to normal after so I think it might be because of the repositioning of player character. Hard to say how the audio is set up in the tutorial as I have not watched it.

Yep, you are spot on about the colliders. Perhaps just changing the spike collision shape would have a noticeable impact.

You say you were not playtesting in Godot 4 but... You did playtest it right?

(+1)

No no no no, I WAS playtesting the game, I said I didn't hear the sound WHILE I was playtesting the game. The music just kept going and the game instantly restarted with no sound. Also, the scene just resets itself while the music is playing. It doesn't reposition the character back to its original spot.