
Codebolt
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Thank you for enjoying our game!
I'm not entirely sure if you meant this, but there is a sound that plays from the sonar. The sound is actually just a wind chime. I thought it would be a good fit since could help calm the mood of the game since I was worried it would feel too "horror". I also liked how angelic it sounds.
I added a bit of fade out as the sonar shrink, and some reverb, but this is the original sound: https://freesound.org/people/Sllarson/sounds/342185/
Glad you liked it! To be honest, this game is a bunch of cheap tricks tied together, but I think it resulted in something more impressive than I anticipated!
The wireframe shader is actually really simple. I was originally going to use a wireframe shader from https://godotshaders.com/ But for some reason, they didn't work well with custom meshes and only on CSG meshes.
After some research, I ended up settling with having the `render_mode` be set to `wireframe`. Wasn't exactly what I wanted at first but it ended up working in the end! I was able to control the color, and have the wireframe fade depending on distance. (Borrowed a snippet of this code: https://godotshaders.com/shader/camera-distance-uv-scaling/)
As for the sonar shots, it's just a simple Area3D attached to a Rigidbody3D that bounces around. The Area3D checks for StaticBody3Ds and reveals the wireframe meshes so you can see it! The real world and "radar" world exist on different rendering layer and the Camera switches between cull masks.
Yay!! Godot!
Wish there was a category for "polish" as this game is absolutely outstanding in it, not that it's any more outstanding than the other categories. This might be the best game jam submission I've played so far. This wouldn't be so far away from a premium game title on Steam. Hope to see more from you!
Absolutely loved this! I think more games should have a similar art style to this, I thought it was so charming and cute. Superb writing by the way! I was invested the whole way.
I softlocked myself after moving to the right after the cutscene of the first fall, so I had to restart. Then I discovered that you can "sprint" through the dialogue by holding run. Very nice touch, got to go back to where I was immediately. Also, thanks for having FPS controls in this platformer :3
Thank you for the feedback! I agree, but in our defense, that level was made within the last 3 hours of the game jam and my first time using Unity's terrain creator. :P
Movement isn't fleshed out enough yet for levels to rely on them, which is why they're currently more reliant on the weapons system and reload timing. I want to add at least sliding, better dashing, a grappling hook, and maybe wallrunning.
We barely were able to scrap this game before the deadline (less than 10 minutes before), so we ended up having to ship with some major bugs. Any encouraging messages like yours definetly make us want to continue building up and polishing this idea.
I dont know how the other devs see it, but I see the powerups as "damage prevention". Using them correctly can help you avoid damage in the first place. Being able to heal yourself, I feel, would probably be redundant. Having really limited health also gave a lot of tension and challenge to the game.
Sorry about that dice offset issue. None of us have ever used Unity's new UI document, so it was a rough journey for our UI programmer, who I think did a great job regardless. What made it really difficult was that she never encountered the issue while the rest of us did. We might have to put the blame on Unity for that one...
That was nice relaxing game with a cool visual presentation and maze generation, but I wish the game did more to fit the theme other than the sprite. I think it could make an interesting puzzle game if the dice rolled to move and the player needed to land on specific tiles with a specific die value.