I really liked the idea of this game and the art style is really cool. Fun game!
Alarm Mouth
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This is a cool spin on a memory game. 40 DUPOS is crazy amount of characters and of those I have seen they are all unique. I want to be able to make all 4 matches but unfortunately the web version freezes for me after my first match (tried firefox and chrome), I waited for a while but it stays frozen.
Awesome game! The vibe is cool, the music is chill, the soud effects are satisfying. The game play feels well designed. I would like to be able to navigate the menu with wasd though considering its an option for me to play the game with wasd. A/D work as of now but W/S do nothing. If this game had controller support and more content, like a story mode and more game modes I could see myself paying for it and sinking hours of my time into this. Again, awesome game!
The background shaders are cool, art is simple and enjoyable, movement is precise and forgiving, well suited for this kind of platforming. I enjoyed the sound effects. I wish I could navigate the menus with the same controls I play the game with as taking my hand of the arrow keys to click retry takes me out of the flow a bit. I'm not sure if the scoring is bugged as sometimes I collect many Star Lights and get a score of 0 when I die.
Overall, fun game!
Thanks for playing the game!
The stretch detection for Mr Strong is simple, it's just if you triggered the stretch. I don't check the distance although I did at one point but I felt like it slowed the game down so I dropped it.
The actual stretch is a bit more complicated. Using Godot, I created a 2D skeleton and rigged the sprite (its just a single sprite). After I created a dictionary that holds information about the chain of bones for each limb. Next the bones run ithrough an IK system I wrote. The IK system works like this:
- Gets all the limb data from the chain (bone positions, velocities, lengths) and find the root bone anchor point (shoulder/hip)
- Check if the limb is being dragged by the mouse
- If dragging pull the end-point of the bone chain towards the mouse
- Apply damping and update positions based on velocity
- Next I do multiple iterations of the following for stability:
- Ensure each bone maintains its correct length by adjusting connected joints
- Pull bones toward their desired lengths.
- Keep the root bone attached to it's anchor point
Convert the new simulated bone positions into the bone transforms
Workout bone rotations by looking at the direction between joints
Clamp/limit angle changes to prevent some jank
Lerp angle on the rotations for a smoother movement.
I hope that helps with some understanding and direction if you ever try to build your own IK system.

