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(+1)

Thanks a lot for your feedback and playing the game. My goal was to really stick to the traditional metroidvania while keeping it super simple. I've been wanting to improve my understanding of building UI's so i used the theme as a way to work on that. The menu, with tabs, and the subcomponents is easily the most complicated piece of UI work in my games so far.

As for the artwork, this seems to be another topic that players are divided on. They've either really enjoyed it or aren't completely sold on it. I can understand both sides so no worries about that. I'm still trying to improve my artwork as well.

Well, I congratulate you as this is a great project, I'm more than sure that you have learned a lot while doing it!

I know how hard it is to build a GUI, but it is mostly fine as it is (except the artistic choices as I said 😛). Themes are a very powerful toolset in Godot, I've also used them for my project and it saves a lot of time if used correctly.

Great job! 😁

(+1)

Thanks! Yeah, I've using custom themes in my latest projects. The real issue is building the components out and making sure they interact with what they need to the right way without parts becoming so tightly coupled that you're afraid to fix one thing and break 10 more. Also, getting the hang of margins and anchors. I'm getting better at it and I definitely learned a lot.

If you haven't used them yet, VBoxContainers and HBoxContainers are great nodes to organize the control nodes in lists, recommended 100%!

(+1)

Oh yeah, I have been. For example, this how the alchemy menu's node structure looks. The item that is clicked has only it's ingredients' labels and counts revealed. I used the 2nd Vbox for spacing. I think its just the same amount of labels with a text value of four spaces.