I Love this game!
Drew.a.Chain
Creator of
Recent community posts
Everything from clicking and moving the platforms to thinking about how to transport the slime to the flag is extremely fascinating! I love the way you designed every level and the difficulty of each stage. Also, it was very entertaining how your game had a lot of freedom for the player like how you can use every platform provided in the level or (if you're fast enough) drag the same bounce pad right below the slime as it jumps.
This is one of the best games I've played on itch.io (and I've played a lot of games here)
Also, Brackeys is goated :)
I had a lot of fun playing your game! I'm not sure if I'm not too much of a gamer, but it is a bit awkward for me to use the jump and hit the floor with the ctrl button (I usually would go with the 'f' button for any special abilities). But, if your game was to go on steam, I'd play it with a controller so ig that doesn't mean too much to me lol.
I did try playing on my friends computer and they had similar issues... I'll have to learn how to optimize my code more efficiently in the future to avoid these problems. In terms of the character movement, I wanted it to have a floaty movement but because of my lack of skill (and time), I wasn't able to test it out properly, making the character feel awkward.
Thanks for the comment, I'll try to get better!
My plan was to try to make the character floaty as if it was on the moon or smth, but I wasn't able to manage the time properly to test out the movement and animation, making the character very awkward as you have seen (also I sped the walking animation a lot because of the tapping sfx it makes when it walks... gotta learn how to slow that down).
There was a weird issue with the sfx and music, so that is smth that I have to def work on.
Thanks for the comment! I'll def learn more and make better games in the future. :)
I HAD NO IDEA THAT WAS AN INPUT BOX!! 😭💀
My first intentions of the player movement was supposed to be like a slow, floaty movement as if it's on the moon or smth, but I didn't have the skills to do that yet, nor the time...
The audio is definitely quiet and I'm not sure why, the music and sfx were working fine when debugging on Godot (there is even a particle effect on the star once the player touches it, but it doesn't show)
Thank you so much for the comment, I'll make sure to learn from my mistakes!
Thanks for the feedback! The sfx, music, and animations were fine when I was debugging on Godot, but for some reason, after exporting as html to itch.io, it gave me the errors like the ones you spotted (there's even supposed to be a little particle effect when the player gets the star but it doesn't happen and I don't know why).
The electrcity animation should've been like a linear line of electricity with different sparking animations, but there was some complications in the code when the player touched more than one of the electricity collisions, so I had to space it out weirdly.
In terms of the run animation, I had to speed it up a lot because the walking sfx it made went really fast so I just wanted to match that (maybe I should put like a one-second timer each step the player makes or smth).
I did wanted to polish up the game if I had time, like the flow of gravity and difficulty, but after spending so much on planning the game instead of actually making it, it was rushed...
If you are referring to the 5th level with the moving platform that you cannot pass, there's a small sticky platform on the ground in which the player has to reverse gravity to lift the star up and then normalize the gravity again to make it stay on the platform without touching the electricity. It is hard to see, especially because I completely forgot to allow the maximize screen system in Godot...
Thanks again for the feedback, I'll try to be aware of these problems in future games!
It was a good game! I think I got the hang of the controls after the second level, it was a bit difficult trying to figure out how to make the character reverse the gravity though, like I thought the character would move straight towards the direction the red arrows are pointing towards, but sometimes the character had to be off of a platform for that to happen)

