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DaVinci789

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A member registered Jul 04, 2016 · View creator page →

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(2 edits)

I made the projectile time accumulating more finicky than it needed to, but broadly every time you hit a good or bad projectile, your time isn't updated immediately, but accumulated into another variable. When the battle ends, then it adds up your time all at once.

That has issues with a couple of system interactions.

- Your time only updates at the end of the battle. Not during it, so if you hit an equal number of of good and bad projectiles, your time delta is 0. (+5s then -5s) I assume this is the main reason folks find them weird.

- The timer used to be more hidden during battles. Though I kept it a little visible to the player in conjunction with the above effect with the idea to increase drama. (Ack! I don't know exactly how much time I have left! Better overextend/play it safe!) Though as the past couple of days has revealed, this is more confusing than emotive.

- If you get hit by a bad projectile, you enter an invulnerable state. Unfortunately, this extends to being unable to interact with good projectiles too

(2 edits)

Thank you thank you. The Visual and Sound folks (lilchokedout and Virginia Leo, respectively) were on absolute demon time this jam. It was an immense pleasure to work with them. Pijinguy did fantastic design work writing up the attack patterns though the final implementation was me.

The timer going offscreen was a point of discussion within our team. It was an early decision I made to maximize the screen space during the player actions for future enemy movement patterns, but I decided to keep it offscreen for other secondary effects. The main inspiration was Balatro. I wanted to add some more noise with the decision to collect bonuses or play it safe. The reason it peeks out was intended to stress the player out some more. (Ack! My timer is still running down!) Hidden trackable information isn't everyone's taste, and I should probably have committed harder one direction or another rather than the middle ground with the timer shake there is now.

Yeah the projectile collision is janky. The primitive used there is just a rectangular sprite, so when they're rotated and not axis aligned, the collision can get noisy.

The arrow buttons spin from the perspective of the car moving and not the player (imagine the car on a microwave dish and the arrows spinning the dish) The code got messy enough that when I tried changing it to spin from the player pov, it didn't work, so alas it was another victim of the time crunch (along with more enemy movement patterns 😭😭😭

Yup. Shaders. I modified this shader from Love 2D to Godot.

https://okano.itch.io/dieback

I wanted so badly to mix it up too! I got stuck in battle background shader hell at the end though... well, next time 🙃

Hello! I'm primarily a Godot programmer, but I'm flexible in python-like languages and would be happy to work with Ren'py or something else.

You can view my itch.io page here: https://davinci789.itch.io

Ha! Didn't realize there was a standard.

tbh this was an excuse to finally install the export templates on my new machine

Hi, folks. I'm a godot programmer looking for a pixel artist. Looking to make a top down shooter in the style of a ufo 50 game.

Brilliant. The way you learn why you'd want to scale up vs. scale down via gameplay is already something to write home about. Add some stunning charm, and you've got a hitter.

I like it! Nice sense of risk and reward. Was a fan of getting big to deal more damage, but shrinking to reload faster. Gave a nice rhythm.

Ha! Went to see if it were disco elysium inspired. first thing i see hee hee

There is no way to continue further left, though it does look like that now that I look at it again. Haha


Thanks for playing.

The green ones are faster, move side to side, and are worth more points. Thank you for for the feedback!

Thank you very much! Your comments mean much to me. I enjoyed trying to get that fairy-tale style. Thank you for pointing out.