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Dead Juice

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A member registered Jul 25, 2022

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Ysort and stuff related has become so much easier with the Layers in 4.
I just stumbled on this, looking up Godot content.
For other stumblers:
in Godot 4.2, you can make Layers to a TileMap, name them anything like Ground, Cliff, ysort... and make ysort assets on the ysort layer.
So, Ground[LV1] can be like floor tiles, small plants, anything you can walk over.
No worry on collision layers, just floor art.  
Cliff/Wall [LV2] can be anything you want to put a collision on, like a wall or cliff. Example, you can't walk up a cliff, so make a collision on cliff or wall tiles. But, you want to be able to be able to walk on top a cliff area/behind a wall, so just collision on that layer of the proper tiles.
ysort [LV3] is where it gets fun/complicated:
You put any tile assets, that you want ysorting on, in this layer.
Grass, flowers, floor, stays on LV1.
Lv2: Front facing Cliffs, front facing walls, you give a collision shape, and only them.
Lv3:
Trees, crates, backside of cliffs/walls, ect, you single out those assets, add a Physics layer, collision, Ysort origin, on those.   

I'm not a fan of horror/scary media, but I like psychological horror in that category.
This defiantly had that.
I hate jumpscares, cheap horror tool in my opinion, way overused.
But the one element that has that, serves the exact purpose it should.

One thing I appreciated above all: 
The PS1 style dithering effect, and the effect it has on the "slide".
I explored around the scenes, looking for an example.
Point is, early on, you can tell the "slide" is... different.

Yeah, you can go under the up stairs, and find graphical effect warping from the bottom.
You can find the warping effects with all objects, if you look hard enough.
But I defiantly noticed the "organ" effect, on the slide itself.
Yeuuck... brilliant.
Or maybe it's my imagination.
How dare you, 5/5.

Only got to level 6 so far, I'm on a itch game play binge.

I love the ragdoll physics, along with the slowdown system.
It's like My friend Pedro, but if it was drunk and didn't give a fuck.
(I mean that as a positive :3)

The car crossing stuff was a little annoying on that particular introductorily level, because I didn't know I could charge even higher, than the UI bar full max.
[I figured that out a few levels later]

But I spent like, I think, 10-20 minutes giggling and moaning traversing stage 6. Never frustrated, always was fun to see what would happen on my next run.
Really love the way the ragdoll works with the game play, and maybe I am wrong? But is the character's movement, is in a way, tied to the music?
I could be imagining that. But the game does have a subtle music connection, that you can feel.




 

Good concept overall, and a well executed project! 
Love the art, not easy imo to make anime art like that in pixels.
Not to spoil anything, but one of the cutscenes hit with that fade effect.


Great idea with the minigame effecting the missions!
Serves the story, and the gameplay.