- Yes, the upgrades have a 7% of spawning every time an enemy dies. It originally used to be 15%, but it ended up becoming way too overpowered (one of our playtesters got a score of over 400k points). I didn’t really want to complicate things with a loot pool or spaced out upgrades.
- The down slam mechanic was actually added at the very last minute during the 24 hour window in an attempt to add more “spin” to the game. Glad to know it somewhat helped.
- There are 4 different upgrades. Yes, the speed increases only left/right movement. This was implemented way before the down slam, so you really didn’t have a way of dodging properly.
- This one’s on me. I didn’t want to spend time learning how Godot can save values. It may be easier when it comes to saving a single integer, but I didn’t want to dabble in all that.
- The in-game music was made through Pico-8, in an attempt to give it a retro feel. Unfortunately, due to the built in constraints I couldn’t get a long song.
- We had the code ready for it, actually. Half of our team was unfortunately busy for almost the entire Jam, so we didn’t have enough time to get the assets finished.
- I dunno. A jumping horse seemed cool to add.
- This one, again, is on me. I didn’t want to deal with having to make the game pixel perfect, and since our team is full of relatively amateur pixel artists, I didn’t want to put too much work on them with the background (otherwise the sprite would’ve been too big).
We really appreciate the feedback! Glad to know you had some fun! :]
Good luck in the Jam, too!