I think that’s something that can happen with Godot web releases, if it’s fine on the download version it’s probably not your fault.
Andrew
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Yeah, I agree with that — I didn’t go as deep into the player movement as I’d like, mostly just because either you spend ages on that up front before you have a working prototype, or you get the game working, then improve the movement, and then you have to rebuild all the levels to work with the new movement. Which might have been the way to go, but that’s hindsight for you
Haha, oh, that’ll be the coyote time misfiring. The game figures you just left the ground so you can jump in coyote time — I’ll put in a block for if you left the ground by jumping because obviously that’s not what it’s for.
There’s a timed boost jump from balloons which is also a coyote time bug, but I liked that one so I left it in on purpose
Glad someone found the hat
This is a fun game! I like the idea of adding random extra obstacles to the same level.
If I could change one thing, it’d be to trim the start of the jump sound effect — I always find the clips have a bit of silence at the beginning so if you just play them from 0 when something happens they feel late.
This was fun and very satisfying to play, but eventually I had to quit out of my first run because it seemed like I was never going to die — if you develop this further it needs to be harder, but I did enjoy my time with this game and I did like the enormous glow around pickups to help find them without just telling me where to go
Mine is https://andrew-t.itch.io/gearbox if you’re still doing these (thanks if so, all appreciated 🙂)
If you’re still doing these, mine is
https://andrew-t.itch.io/gearbox
There’s still literally hours to change things!
It’s kind of somewhere between the two — I guess 2D more than 3D really.
Essentially, every object spawns somewhere on the screen, and then moves away from the centre at an accelerating pace. Pressing a direction just nudges everything the other way (after which it changes direction because it’s moved relative to the centre). Meanwhile the object has a kind of “z coordinate” that just increases with time and controls how bright/large it’s drawn. It’s all totally fake, nothing has “a position in 3D space”, just a position on the screen and a distance value. Which I suppose is still three dimensions, but not quite the ones you’d expect in a 3D engine.
This took me a couple of goes to get to grips with, but that's the nature of jam games — it's really hard to make a good tutorial when the game mechanics aren't locked in until the last possible minute. Also part of it was getting confused by click-to-shoot without point-to-aim. But it was fun once I got into it though, and the presentation is really nice. I like how the gameplay suddenly switches from "avoid getting hit" mode to "get back to the elevator right now" mode without any actual mechanical changes.
I had fun with this! It's very reminiscent of the "mega mushroom" thing from Mario but it's good and satisfying to grow — the music and alternate sound effects really sell it. The downside really is just the waiting around while flies spawn in the sky or below the floor and that should be an easy post-jam tidy up.
I think if I expand on this in the future I want to try having more modules but they're easier to lose. Maybe taking a hit to one damages the ones next to it and then you lose them? There's a mechanic where losing a module detaches everything that was only attached through that module so if they vanished after 20s that would be a nightmare..... unless.... maybe it could only be for the outermost ones, so there's a motivation to keep grabbing pointless ones just to protect your good ones? That might work? IDK
Thanks! I'm pretty pleased with the level design — left to my own devices I'd have kept adding block types and mechanics but the PICO-8 completely ran out of clock cycles so it forced me to actually make some content instead and I'm really glad it did. 🙂
I might expand it one day, there's a fair bit I'd like to fix up — I had grand plans for letting you bounce blocks around on your head, for example, which would have helped with the "getting stuck under things" problem and opened up some new possibilities, but there was no way it was happening on a PICO-8 in two days.








