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I saw the WIP version on Discord and knew I had to try this one when it got submitted. The shooting to move yourself around is a lot of fun. I still like the little carrot people. I think you had mentioned before that Hop II (the previous UGJ winner) was inspiration? Correct me if I'm wrong. Anyway, I think the shooting to propel yourself was my favorite part of that game, so the fact you made a whole game around a mechanic like that is really cool to me.

I didn't like the more open-ended levels where you had to find the door switches. I preferred the more linear levels where you had to blast your way while avoiding spikes. I think the more open ones had the issue where you could easily fall into spikes you couldn't see before as they were offscreen, which makes them not as fun to navigate for that reason. I know you could shoot to propel yourself and avoid them, but sometimes its hard to react fast enough depending on how fast you're falling.  

I ended up losing interest in the one level where I had to find the four switches that are guarded by the carrot people. I would get grazed by a bullet and have to redo all the switches again. 

Still, I really liked this one. The movement mechanics are quite fun. It's a fun simple idea with potential and would love to see this concept expanded on. Nice job!

EDIT: Turns out the level I got stuck on was the last one, haha. I ended up beating it.


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Thanks! I'm really glad that people like this concept as I do want to develop it further.

Appreciated your input on the final level, level design for a big map is definitely a skill to improve & master here.

I guess another the skill I should learn is time/cost management because I spend an unhealthy amount of effort just to fix Godot physics behaviors and rigging 😂

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I guess another the skill I should learn is time/cost management because I spend an unhealthy amount of effort just to fix Godot physics behaviors and rigging 😂

Oh, yeah. Godot's physics system can be a bit wonky. Especially with Rigidbody nodes. Did you happen to use Rigidbody2D? I tend to have better luck with trying to do things with CharacterBody2D.

Just for fun, I made a quick prototype of this mechanic with a CharacterBody2D just to see if I could. Might come in handy one day...

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I did use CharacterBody2D, but there were several issues with the way I want to control the various forces applied to the player. Mostly, how the is_on_floor() flag was very inconsistent sometimes and kept making the bunny bouncy, so I did some workaround to handle that.  

Your example is great! If you were to use it in the future, make sure to separate each source of force (ex: jump boost from jet pack, knockback from weapon, player's movement, gravity, etc..) then add them to body.velocity before calling move_and_slide(). This makes managing each force easier and more precise than modifying velocity directly (learn from my mistake 🥲)