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Thanks for the feedback! Do you know what part of the visuals were causing the pain? Was it the brightness (I was worried that white would be an issue) or is it the pixelation itself? There isn't actually a screen shader, the game just runs at a really low resolution and I didn't think about the pixelation being a problem but if that's the case I can look into adding an option to match the display resolution in future games.

Yeah I figured that soft lock would come up. I intended to fix it by making all pickups respawn when you dumped a potion but got sidetracked trying to make a 3rd level that ultimately didn't make it into the game. In hindsight, I should have just implemented that since it probably wouldn't have taken more than a couple minutes.

I'm not sure exactly what's causing the jump issue since neither I or my testers encountered it but I'll do some digging and figure it out before I do another rigidbody platformer. I used the same jump state machine before so I'm guessing it's the floor detector code I had to write custom for the rigidbody this jam.

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Yes, it was pixelation itself (I thought it's a filter tho)

Gotcha! I'll see what I can do to make that an option in future jams, thanks for letting me know!

I experimented using a screen shader for a different jam last year but I found that lowering the project resolution is easier to setup and you don't have to worry about the shader messing with the UI so I've been doing this since to get a retro effect. One of the recent Godot snapshots added an option to scale the 3D scene independently of canvas layers with pixelation (you could before but not with pixelation) so I'll look to use that and add an option to disable the downscaling since that's easier to change in game than the entire project resolution.