Wow! That's a really clever double entendre, ngl :D
Bug1422
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I like the pixel art style here, it feels reminiscence to me, somehow. I love how the team add a mechanism that let player bounce off defeated enemy because sometimes the enemy flew very high and I couldn't get them down to create a platform, don't know if the team intended to counter that issue by adding that mechanism or not.
In general, great work!
I like the route-lite concept, it feels satisfying clearing multiple enemies at once.
UI is informative, Even have an ingametutorial.
I do find that running in a circle is a bit redundant. Having player roam freely within the circle could also suffice (might even be funny if the rabbit could hop around).
In general, great work! Don't know what the duck saying "Coin!" means something though 🤔
I like the artwork; decent concept & story; music matches the vibe and those cartoon-ish walking animations.
You can add a stage selection in Story Mode, so player will feel more encouraged to retry at the stage they lost & finish the game.
For some reason, if you play and scroll down to comments, the game is stuck in a sleep state and won't playable sometimes. But if you just play, then it feels smooth.👍
Love the concept, SFX/music is decent, art style/UI looks great, consistent. Really like the incremental aspect, it has good replay value.
Some suggestion the team could consider:
1. Bullet trajectory isn't going through the cursor. Maybe we can calculate the direction from the starting point at each gun nozzle.
2. Bunny jump could be more forgiving by looping low and high jump until player find their desired jump.
3. Higher Difficulty can be locked until player buy a gun that can at least kill 1 enemy in that setting. It can be very discouraged for the player if they test out weapons and find that they can't kill a single enemy.
In general, fun experience. My PBR is 9000, I spam shotgun up in the sky and focus on jump. Wish it has a dashboard to see my rank though. 🤔
I did use CharacterBody2D, but there were several issues with the way I want to control the various forces applied to the player. Mostly, how the is_on_floor() flag was very inconsistent sometimes and kept making the bunny bouncy, so I did some workaround to handle that.
Your example is great! If you were to use it in the future, make sure to separate each source of force (ex: jump boost from jet pack, knockback from weapon, player's movement, gravity, etc..) then add them to body.velocity before calling move_and_slide(). This makes managing each force easier and more precise than modifying velocity directly (learn from my mistake 🥲)
Thanks! I'm really glad that people like this concept as I do want to develop it further.
Appreciated your input on the final level, level design for a big map is definitely a skill to improve & master here.
I guess another the skill I should learn is time/cost management because I spend an unhealthy amount of effort just to fix Godot physics behaviors and rigging 😂
Thanks for your encouragement and yes you're correct. The meteors isn't functioning as i wanted, I tried to have it spawned at random position then forwarding to the player position but it keeps pointing outward. And when i tried to set a proper timer for meteors to spawn and despawn, somehow, it messed with the queue_free() and some meteors never got removed after hitting the ground. So many things i have to look into but if you have some suggestion or other bugs found, feel free to tell me. 😊



