Hey rubicanov,
Thanks for playing! Glad you think it's a cool idea!
danfriedz
Creator of
Recent community posts
Hey Pentixel,
Thanks for checking it out. Looks like you've been busy since Rogue Robotics!
I think this might be a web-only bug. I'll see what I can do.
Ty for reporting.
Edit:
I think this will fix itself when Godot 4.3 comes out. The Pull Request that fixes SharedArrayBuffer was merged in Jan.
I'll still see if there's anything I can do in the meantime.
A bunch of these have been addressed in version 0.0.3
0.0.3 Bugs, QOL changes and Linux build - Neon Express-Alpha by danfriedz (itch.io)
Thanks for letting me know
Hey,
Thanks for the detailed write up. I'll try respond to it all.
- Thanks for noticing the terminal bug. Thats unintended.
- I thought I fixed the spacebar / dialogue issue. Thanks again for reporting.
- A continue indicator or removing the stalls in dialogue is definitely worth considering.
- I'll reconsider how I do driving dialogue choices. I was hoping someone would give some suggestions so thanks!
- A compass is on my to-do list, I agree it's necessary
The roll thing is funny. So originally you could barrelroll while driving. But there's a bug with my camera plugin which has some unexpected behaviour. If you are rotated and press tab the transition to and from the terminal would have a gimble lock issue. Since its a plug-in its a bit harder to me to fix it myself.
I ended up having the ship always tend towards being parallel with the ground. Which had the added benefit of making it harder to become disoriented. Heres a gif of an old build, I was able to make tight fast turns just moving the mouse, not pressing q or e.
I didn't know that you could get stuck or roll significantly on impact. I'll look into it.
Regarding the daily expenses. Yes, I agree! The overall story is going to be a mystery that involves investigating a missing family member and why you seem to have inherited their significant debt. However, that sort of means that any daily expense would be a drop in the puddle of your already high debt. It's something I need to think about further so I'm going to put it on hold until I'm further along in the story. E.g dubious cash jobs.
Dubious deals with passengers is already in the cards too!
Thanks again for the long writeup. I'll be fixing what I can in the next upload
This a great game. it feels quite polished too!
Little things i liked:
- The how to play menu + tutorial messages
- The upgrade screen appeared to have a lot of depth to it!
- Doors to the next levels always seemed to face the north, nice an visible
- The message when the room is complete.
I never felt lost! which considering the game has several weapons is pretty cool.
Perhaps the cover art could be improved? I don't have any tips though!
This is cool. I played it for longer than i thought I would. Couldn't get to the end though.
Its cool that you randomized the levels too!
One of the best videos i watched recently that has really influenced me is this on below. I mention it because I was reminded of a quote from it. it was something like.
"If you have a button that does something in your game, you need to give the player a reason not to press it".
I noticed I was holding down the attack button, and because the attack has a long initial attack it becomes a little passive. e.g I'll aim towards the enemy and concentrate on dodging attacks.
Just throwing ideas around:
- maybe you could have a melee attack, and maybe you could parry or re-deflect attacks if you melee attack the projectile.
- slight recoil on the shot might make the movement a little more active, as you would need to reposition.
- Maybe the stationary enemies could do a brief chase for a few seconds, then switch back to shooting. That way they are always pushing you and making you adapt.
Anyway! Great submission!
Hey! Thanks for mentioning the gif. It was such a pain to get it under 3mb! Glad to see it was worth it.
The levels were all spat out in the last day of the jam so they are essentially duplicates of each other. The enemies are also really simple untill you hit the boss. Unfortunately I had to spend more time on systems and didn't get these aspects as polished as I would like.
Thanks for playing and the feedback!
Thanks for playing wispy.
I agree with the recoil it's a bit much!
The dodgeroll gives you invincibility frames, it alternatives rolling 90degrees to the left and right of the mouse cursor.
I wrote down to change it so it only rolls in one direction but forgot to change it before submitting! (Whoops).