Really nice art and interesting gameplay, however I feel like the player should get more info as to what's actually happening. I don't know what buffing my units actually does. Also sometimes I just die for no reason. I dunno it's just all a bit confusing.
Viewing post in The Fragile Priestess jam comments
Thank you for your feedback and kind words! I initially wanted the player to figure out what buffing does by themselves based on observation, but after playtesting with others, I agree with adding more explanation in the future. I had not noticed that it was that vague since I was tunnel visioned with implementation, hahaha
I’m not sure if it’s really no reason that she dies, I have not encountered that in the game if such a bug was present. I only noticed that other people in real life playtesting would tend to not notice that a projectile hit the priestess because the projectile is too fast and they would be focusing on other aspects of the game. This might have been your experience too. She is supposed to die from only one projectile (as said in the story section, but I should have added it to a general how to play screen too). I’ll try to investigate how she can spontaneously die without being hit by anything, I’ll look into it one day.
I guess to mitigate that in the future, I’ll try to allow the player to see a slowed down close up replay(?) of how the priestess died right before the death screen, or at least draw attention to when the priestess is sure to get hit/to die. Somehow, I don’t know, I’m confused too.
Sorry for that ramble. Thanks so much once again for your feedback.
In theory there should be no way. However, I might not have enough knowledge on how Godot (3.5)’s 2D physics and collisions work. I hadn’t considered it.
[It seems plausible because I rely on Area2D hurtboxes to despawn the projectile as it hits any of the party members. Maybe somehow this sometimes does not work (I thought it would every time). This might be solved by adding a collision node somewhere on each character to keep the bullets from penetrating. This probably only became an issue because the characters’ kinematic body 2Ds do not have their own individual collision 2Ds anymore because of some other issue I had to fix]
EDIT: I think it’s because of the movement speed bug this version has for the way I made the enemy projectile handle movement.
I’ll try to look into it when I have the time or when I revamp this game when I have more experience. Thanks so much for bringing it up!
https://imgur.com/a/PKUoNuD Had to do it like this here you go hope this helps
Thanks so much for replicating the occurrence! I actually intended that the game would be that way so that the players would be very careful, but I understand why it would appear that the priestess would be dying unfairly out of nowhere. It also might just be better for the shield guys to be close to the priestess without allowing for gaps. I might tweak this in the future. Thank you for taking the time to show me what could have happened.