Thanks for the feedback! I posted a comment about the implementation, feel free to take a look!
AllenW723
Creator of
Recent community posts
Thanks for all the feedback! I'm glad people are finding the game interesting.
Some of you are asking how it was implemented, we bascially had one set of game objects that are the source of truth with physics attached, the other objects are really just the same object but copied to another position with an offset. We do have to limit the amount of objects copied for performance reasons. In the case where the source object is moving too far away from the player, e.g. the player keeps throwing the sphere in one direction, we teleport the object back to the player's room so the source object is never outside the map. We also move the map with the player in case they're moving too far in one direction (for example in the last scene you see).
I really liked the minimalistic art style! The first time I was playing it, I was stuck on the first art piece for awhile, it looked like the shape fits the ghost shape, but for some reason it wasn't registering. After I got through the first one the upcoming puzzles felt pretty easy. I also noticed some of the pieces would go back to the original size during the randomization phase, and I didn't have to touch them at all.
I really liked the minimal version of the last art piece, it's got complex shapes without feeling overwhelming. Congrats on your first Godot game!
The art is so nice and the swiping animation feels so good. I had fun playing it! Several things I noticed: 1. some times you could get two of the same choices 2. some times the enemy could spawn right next to you and hit you without you knowing 3. this is minor but I wish there was some indicator when my health is over the maximum








