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Spikes could defiantly do with a smaller hit box on the point found myself felt like I was clearing them but barely scrapping them but I did read a comment where you said the player's hit box was smaller it could just be a slight bounce since I did notice the player was bouncing or if the squash and stretch was also stretching the hit box too and not just the sprite.

Just as I was thinking this game could do for some more mechanics the turbine was introduced although it could've been a little more powerful in some areas. I was thinking it would also be interesting if the player could be able to rotate maybe just once while in air.

Very well put together though the only big issue I saw was the lag spike whenever the turbines loaded if you are using a gpuparticles2d switching to a cpuparticles2d would help on the web to prevent that.

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Thanks for playing!

Since we're still in the 24 hour window where updates are allowed, I just went back and put in a patch that slightly shrunk the hitboxes of the spikes. Hopefully that makes things feel a bit more fair.

As for the turbines, the reason why they aren't that powerful was because I tried to design the levels such that you could usually see where you were going. Since you can't rotate in mid-air, I figured it would be frustrating if you committed to a rotation only to fall into a spike pit, so I wanted to keep the maps small.

As for the design decision to not allow rotation in mid-air, that came from the decision to make it so that losing all velocity was a prerequisite to rotation. I had initially planned to allow the player to keep velocity while rotating, but I couldn't figure out how to design levels around it, among other technical issues that I wasn't able to figure out in time. Of course, I could have allowed rotation in the air while still keeping the freeze system, but that would have simply made the rotation mechanic into flying with extra steps. In the end, I went with a "you can only rotate on the ground" system because I felt like it was scoped well enough for this jam.

As for the GPUParticle2D thing...yeah. I'm pretty proud of how I made use of the features available with GPU particles that I previously didn't have with CPUParticles, but in hindsight, I really should have thought of the performance tradeoff I would be making on the web build...

yea there is a button to convert a gpuparticle into a cpuparticle you could see if it converts well(sometimes the color doesn't convert but it can be reset) but i think the issue seems to be the particles getting recompiled for each level