Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(2 edits)

there seems to be a lot of jitter with how the camera tracks the player. In unity this would be a problem like not having the camera update in lateupdate, but I don't know the godot equivalent. Make sure the camera is updated after everything is moved. Right now there is a huge info dump when you first get into the game, it would be nice if you could spread that out a bit more. On to the second level and still the same problem, 3 switch types all introduced immediately together through text. 


I think for the companion commands it could be nice to have them bound to 3 different keys with a UI display for this showing the hotkey and which state it is in. Or you could think of simplifying to stop/follow bound to 1 key and not have move away. I haven't played through everything yet to see how some of it is used

The camera is a node under the Player and even has "smoothing" turned on, but there might be stuff I should've looked into I guess.

I know the tutorial levels have a lot of stuff, but I also plan on making this a game with more levels where some mechanics can still show up and some "new" stuff is more likely to be one level/world gimmicks.

It's a game that mainly exists so I could show some characters and settings.

The Companion has Q combos because of someone saying the game had too many controls (Once was S, F, R).

"Move away" is still a relevant state because in the 5th level, there's a part where the Companion must go to the left to use a switch to activate a moving platform while the Player lands on a treadmill floor.