thanks for the thorough feedback! we ran into many issues due to being a bit too ambitious for this game jam, we fixed a lot of the issues earlier today and it should now be in a state resembling playable even if far removed from perfect. It was my first time working on a game and the first time lacemonstress had ever used godot for a game, it was a good lesson for both of us to not go too crazy in such a short time.
please do give our game a second chance, you'll likely still find it to be far from perfect but we both hope the experience is more enjoyable.
as for the main characters feet, we thought something blocky would save time on design and animation but i can totally see how it can look odd!
Viewing post in Instrumentum jam comments
Well, it’s not perfect (not even close). But it’s gotten significantly better. In some aspects, the combat is even more polished than in some other, much more polished overall, games from this jam. Here’s what I can note:
Sometimes something weird happens with the animation, and it starts convulsing as if dropping to 10 FPS.
The weak attack does something incomprehensible. It looks like it keeps poking the spear to the left of the opponent every time.
The menu with the restart button is great, of course, but could you either add keyboard controls back to it or show the mouse cursor? Reaching for Esc to release the mouse capture is inconvenient.
The health indicator isn’t informative. It doesn’t show your maximum health. It doesn’t show the damage you’ve taken. It only displays your current state. In my project’s description for this jam (the More Information button), there’s a link to GitHub with its source code. You can check out how the health indicator is done there — might be useful.
P. S.: While writing this, I went back to double-check something, and the cursor capture wasn’t working at all, which turns camera control into something impossible.
about the framerate, he animation was made at 12fps to save time on animating and transitioning between poses, i had hoped to find some time to smooth it out in the future, but that will have to be after the jam as updates are currently blocked. We noted the same issue with the weak attack but where unable to quite figure out why it was doing it, again something we may return to in the future if we want to polish the game more
You make a good point about the menu, neither of us had considered that, same for the health in indicator. We'll be sure to check out what you did as reference in the future! thanks for the feedback!