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Wow, very nice submission! I hope I can make something that looks this good in Godot someday. Also, now I guess I need to look up wave function collapse.

A few comments/observations:

  • Some candies seem to float away indefinitely
  • Sometimes candies are fenced (or treed) off and can’t be reached
  • The candy collection sfx makes it hard to hear the full narration.
  • On screen text indicating the next goal would really help with progression.
  • I found the pumpkin, but it disappears when I walk away. I was expecting it to still be there when I walked back to where I was.
  • I defeated the boss because it is trapped behind a fence and it could not get to me. I just attacked, walked away, then repeat.
  • I would also like to see a replay button
  • “The child wouldn’t do that again.” Oh, yes she would…

Thank you for playing and thank you for the detailed feedback! Sorry about the pumpkin disappearing, the level is only ever a few tiles wide so pieces get recycled very quickly 😂

There's nothing too labor intensive about the look, just a bunch of tricks (especially to make up for the shortcomings of the web build.)  If there's anything in particular you're curious about, feel free to ask 😊

(1 edit)

If there’s anything in particular you’re curious about, feel free to ask 😊

Don’t mind if I do. Maybe a dumb question, is the fade out effect at the top of the screen a vignette or fog?

(+1)

This is done with Fog, specifically depth fog. The fog both fades out the tile and creates that night white glow in the corner where the sun moon is. Depth fog, in contrast to exponential, lets you specify a unit distance where the fog starts and stops, so I could precisely tune it.  My camera is 38 units from the player so even a very, very small density value for exponential fog still causes some haze in the foreground.

Here's my exact settings for the night mode fog: