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(+1)

Thanks for your kind words !!! Glad you liked it.

Yeah, about the hurt boxes… I did that because of how the boxes work. Basically, when the hurt box detects a wall, it checks if the velocity vector length is greater than 50 .. if yes, the box gets destroyed; if not, it lands safely. Why 50? That was for the freeze bullets. The idea was that you could keep shooting the box when it gets too close to the ground to prevent it from being destroyed.

But because of the way Godot handles area detection and physics, the hurt box detects the wall 2–3 frames after the wall has already entered it. By that time, the object has already collided with the wall or ground and its velocity is zero… so it never gets destroyed. I discovered this the hard way, two days into development.

At first I thought it was a problem with my code, so I rewrote a lot of things, cleaned it up, and wasted a full day tweaking settings and searching for answers.

After that, I thought of a lot of solutions , but most of them would’ve required a ton of work , becuase I was originally planning to add three types of boxes, two of which could rotate. In the end, I only added one rotating box. Anyway, since I didn’t want to waste the  a lot of the jam time on a single problem, I just made the hurt box a little bigger. From my testing, I didn’t think it would interfere with the game that much… but I probably should’ve tested it with other people. 😅

(+1)

that's very curious🤔🤔 thanks for the detailed reply!! 😄