Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Thanks for the feedback :). It makes fixing things way easier. 

  

I tought i had fixed the explosion.gif issue, but i had an issue importing the sprites and it broke the animation. In fact, it broke the entire code related to it, but Godot managed to mitigate it into just stopping the function in it's tracks (which may mean the enemies are not running the full death code as well) 

I did not get to see enemies fly into the air in my tests, they have the capability to fly due to being copies of the player with an AI attached onto them, but they are not supposed to use it since they do not take the player's Y position into account when trying to follow (didn't have time to test the AI with that capability so i removed it for this release).  

I think mines are missing a model, actually. Since i was using debug view i located them with the collision viewer, but i forgor to give them an actual model.

The rockets where pretty OP but i didn't want to nerf them with just a couple of hours left in the jam. It was feature freeze by then.    

As for graphics, i didn't even try, i spent so much time developing a randomly generated level (which got scrapped) that i decided to focus solely on gameplay. The level was meant to be a desolate range of snowy hills with some bunkers and bases spread among them. The level in the final game was put togheter in a day when that plan failed and it shows.  

I should probably clarify, the enemies didn’t fly around like the player, it’s rather that if I hit the spawn enemy key multiple times in a row, a few enemies might be launched directly vertically upward at high speed, before falling back down. Might be a problem with collision, forcing solid objects out of each other can sometimes cause high velocity launches.