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Really interesting concept, kinda like turn base splatoon I guess ? (~^w^)~ 

Good choice of music too for a chill walking/painting game. I mainly walked around the docks then the forest, but mostly only had like 500 tiles in my colours after 15 minutes. I also saw sometimes the pathinding made me teleport through the water ? (^w^)

There is probably more to think to make the concept more interesting (objective and/or competitive wise), but I really like it. (~^w^)~ <3

I'm also really impressed by the large grid and turn based made in godot, I totally struggle a lot to implement that when I try to do that in this engine (^w^")

Anyways, good job, and thank you for making this little game !

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Thank you! It really turned out like a 2D splatoon. Although it was a last minute pivot actually. 

I really struggled with the A* algorithm I'm using and figured out that I have to separate water or trees and other inaccesible areas into their own layers if I want to avoid the teleporting. I fixed it for the houses but I figured that it was too much work to migrate the other parts to their own layer. Plus, if I made a tile out of reach, you could theoretically teleport to it, so I'm hoping the game is actually winable lol.

You can find the source on github, link on the game's page. The turn based stuff is actually really simple and bare bones, while the grid and A* were a bit of a struggle. I'd recommend splitting the world into chunks because I'm looping over every tile and it makes the loading time a bit excesive. That's why you can see some of the void at some parts too. I tried to optimize the amount of tiles with some time I had left.

Thank you for playing!

E: I'm actually quite flattered that you spent at least 15 minutes on my game. Quite rare for Jam games and it makes me feel acomplished! Thank you

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I see ! Setting into chuck is a good idea indeed (^^)

A* si annoying to code, but I think godot has something like that already inplemented ? (^w^) ( astargrid2d ) (I don't know if you can use easily in your case though, I never used it)

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I used Godot 3.5 for this game since it's the most stable release with full HTML export support so the A* is a bit behind 4.0. But it's not that it was difficult to set up, it's difficult to make the paths and connections so that it won't jump around like that. I'm disabling points which are not walkable, but in doing so, the player teleports around. Putting any of these non traversible areas into another layer would fix this. If the point is not there to begin with, not only disabled, it works. If I had used procgen it'd be easier to control these things also. You can programatically control your connections and get better results