Absolutely lovely and kinky game! love all the scenes and banter @//w//@ Keep up the amazing work!!
Banderi
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Checked out the project files, and here is the way I have it set up! (Godot 3.x)
The player is two sphere colliders, one is the parent which is a RigidBody2D with continuous_cd set to Cast Ray, linear_damp set to 1 and angular_damp set to 100; the second is a child KinematicBody2D which is the "hammer head" that follows the cursor.
Inside `_physics_process` is the main update step, which I cleaned up a bit:
var vector = get_global_mouse_position() - get_global_position() var clamped_mousepos = get_global_position() + vector.normalized() * min(110, vector.length()) var push_force = clamped_mousepos - $Hammer.get_global_position() if $Hammer.move_and_collide(push_force * 0.59) != null: apply_central_impulse(-push_force)
Essentially it gets the clamped cursor positions, uses that to determine where the "hammer" should move to, and if the movement finds solid ground, simply apply an inverse impulse to the parent. The magic numbers I used there are the mouse radius/max reach distance around the player (110), and the responsiveness with which the hammer follows the mouse cursor (0.59).
Cheers! Hope it helps!
Thank you so much, I'm glad you've enjoyed it!
The second area's exit is on the mountains on the right side, where there's a strong wind (unless you've got the item)
It's very hard to see atm because everything is white and empty there, we didn't manage to add effects like a visual wind effect or any indication at all that it's where you need to go haha
I've tried both versions, it seems to be exactly the same on my end.
You can move around in your room a bit but that's it - if you step outside you fall into the void, and you can't interact with anything or do anything else. If you walk up to the wall near the wardrobe on the left corner you get stuck and can't move anymore. :(
Really cool and creative idea to make a game revolving around colors like that! The controls may feel a bit clunky at the moment, but I would love to see a full game develop out of this! :D
If you'd like a suggestion, I'd recommend firstly making the color selection more immediate -- the gun selecting the colors is a really cool aesthetic, but I'd make it select them either with fully dedicated keys, or complete mouse control (e.g. with a color wheel)
Secondly, having a bit of spare health like 3 hearts/hits before dying would be great! It's very easy to accidentally slip and fall onto a blob on the ground that you couldn't see and have to re-do the level from scratch haha
Applausi per i nomi Italiani, se prendo un ragno lo chiamerò Cinzia haha
Very lovely art, classic nostalgic surreal-cartoon point and click! The only thing I would say is, because it leans so much into the surreal "nonsense" bit, you end completely stuck up 30 items in the inventory which you have no clue whatsoever as to what they would be used for, and with areas that make you feel extremely lost because the graphics don't match between the entering and the exit. Exiting the maze was a pain as it was quite unclear haha. Apart from that, I love the writing and the art! Great job!
As for bugs themselves I haven't encountered too many; the tape and plasters (bandaids) respawn endlessly and there's one of the backdrops in the maze that makes you crash back to the main menu if interacting with an exit, overall nothing that compromises the gameplay.
Thank you so much! And yeah auto-save def would be a much needed QoL improvement!
We also gotta polish the camera & combat for sure, as it's now it's either really hard or really easy, depending on if the player finds those 1-2 moves that are spammy with lock-on turned on and plough through everything haha
Mhmm yeah I getcha. I'm not a hard core platform player myself either, although I think even for more experienced users it might feel too punishing since it might feel detracting from the game loop and feel more like a "bug" or accidental gameplay element; I can see how it is a creative idea though!
Personally, I would only leave some classic health depletion as a way to make players decide if risking & advancing, or taking it safe and restarting. With the rust making you slow, it doesn't really give the player a sense of risky challenge / reward if they wanna gamble and advance, rather it makes it clear immediately you wouldn't be able to advance after the point is reached, so it's a mechanic that is sudden and out of their control, and doesn't depend on their skill.
That's my two cents at least!
Really cute style! Sadly I think it got bugged right at the very end, the stamina isn't enough to climb the last cliff and the bar goes negative - when you interact with the fire, it starts trying to "climb" it and you just fly off into the sky haha
Apart from that, I really like the atmosphere. If it were possible to make it faster, especially walking and the text dialogues, it'd be really awesome!
Really cute graphics, it fits the simple 2D style really well!
The rust slowing down the character is a neat idea, however as soon as it kicks in, because it's a platformer based on (sometimes a bit too unforgiving) jumps, it starts a negative feedback loop which makes it impossible to progress further after dying just once.
I would suggest having a different mechanic for replenishing it rather than that being equivalent to HP - i.e. when out of combat, press and hold a button to restore yourself!



