yeah crystals definitely have too much health for what it is currently. Thanks for playing!
chrisbiscardi
Creator of
Recent community posts
hmm, I wonder if the "too fast/slidely" is you experiencing an intermittent bug that I'm trying to track down. I think bevy_enhanced_input sometimes skews the input value higher or lower. I found myself having some builds that were fast and others that were slow.
Re: viewport. The game was set to allow enable fullscreen so that people would use it.
Thanks for playing, and your thoughts!
nice, thanks for the recording. The game was definitely designed to be played in full screen (which is why I enabled it on the itch settings).
The tower spawning is something like 1/3 towers right now, which is *not* reflective of the difference in health between it and the floaters. I also have a half-built awareness system that would've made the big eyes target you more often. Basically just ran out of time :D
It was intentional in the sense that I am intentionally using AnimationEvents driven by the AnimationClip to trigger the actual hammer damage+effect. So if you see the effect, the damage triggered, and that doesn't happen immediately. Although in the future I will likely prevent user input from being able to early-cancel/restart the attack animation so the animation won't restart as fast as you can click.
The health bars are positioned by a vertex shader, so can easily be scaled up or moved. Right now I'm using a hardcoded vertical offset: https://github.com/ChristopherBiscardi/bevy-jam-7/blob/6e8d26bb6f94bb62d43146b08... . The player's health bar should really be in screenspace UI as well.
I agree audio would've added a lot. Alas I ran out of time for that and damage indicators, etc. I think both small damage numbers and a "hit flash" shader would've helped.
Since each tile is its own collider the rapier physics plugin causes the corgi collider to smack against the side of the tile colliders for some reason even though it should be on top of them, walking backwards and then going forward again resets the corgi's level, but that's not very fun... My plan is to make contiguous platform tiles all the same long collider, but I was unable to complete this before the jam ended.

