Yoo, fellow Greek mythology gaming! The build in speed run timer is chef kiss
Arcana
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Thank you so much for the deep dive, I’ll check out videos on Quake 3 physics later This is actually my first 3D game in Godot and I found out about the jam late and only had around 5 days to learn the basics and put this whole project together before the deadline (1 day earlier since I can’t work on it today) Because of the limited time and my current skill level, I’m relying on Godot’s Rigid Body and letting the engine handle the collision so I could get a playable prototype out in time. But your explanation about using Character Body, calculating surface normals, and setting unnormalized vectors is incredibly insightful. Also, that’s a great tip regarding the materials, I will learn more about that
I really appreciate you taking the time to share this technical knowledge. This kind of feedback is exactly why I joined the jam. Cheers!
Hey EmberNoGlow, thanks for giving it a try and for the honest feedback! The ‘unresponsive’ controls and acceleration are actually intentional! The game uses pure physics (Rigidbody) because I wanted the boulder to feel incredibly heavy and chaotic to steer. When you hit an obstacle, it intentionally pushes you randomly sideways (a pinball effect) to simulate losing control. However, I completely agree that the tuning might be too punishing right now.
As for the white materials, the 3D assets I used (the Greek columns and temples) are actually just plain white by default
I really appreciate you pointing these things out. It gives me a great perspective on how to improve the game feel for future updates!



