Thank you!
Escapade Games
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3 problems:
- The Q and E controls were very unintuitive, at least for me.
- The hitboxes were VERY unforgiving, there were so many instances I thought I collected the colour but didn't. I couldn't get past Loop 2.
- I didn't know how much life I had left, maybe a lifebar or something would be nice.
But the art was amazing and the pixelly vibe was very well-executed. Nice game!
Some criticisms:
- I had no idea what to do at the start, just something like "Add/remove cubes to construct pathways for the entities to reach all the checkpoints and loop back." would have been very useful.
- Entities moved too slowly, a faster speed or option to speed up would have been useful.
- Sometimes I managed to complete a level before the entity looped back to its starting point, perhaps a bug.
But otherwise, great game and I enjoyed it! Even though it's small, at least you managed to add more content than I did :').
Very nice concept, it's a shame there are no puzzles or anything to do other than spectate NPCs, I think maybe spending some time adding puzzles or something might have been a better idea than adding NPCs to the world, so the player actually has something to do. Unless you didn't have time to do even that, which is okay because I also ran out of time XD.
I'm sorry, I really can't diagnose the issue. I thought it might have to do with whether multithreading was available or not, but I tried exporting a WebGL version with multithreading enabled and it still ran into the same problem. From some online Googling, your Windows CPU doesn't support multithreading but your Mac CPU does. I think this has something to do with the Godot 2D physics engine that is out of my control, I was aware that my game was pretty intensive on the physics engine but didn't have time to optimise it before the deadline. I might have to ask around people that are more familiar with this than I am.
I see. My game involves drawing objects with the mouse and then turning those into physics objects, so it is normal for each collision polygon to have high double-digit or even more than 100 vertices in them. Maybe that's why. I also enabled collision detection to play a sound effect, but I made it so that it disabled itself after one collision, so I don't think that's the main problem. All my physics code is in _physics_process as you said though.
Very nice and well-polished game! Only problem is that some of the puzzles can be a bit frustrating to solve because it's hard to position the objects precisely when you throw them, or it is difficult to position the dimensional box in exactly the right place.
Also how do you get such a pretty-looking game in WebGL? I tried to port my Godot game to WebGL (also in 4.3) but the 2D physics just broke, so I had to remove it.
Hi, you can find the scripts to the project at https://drive.google.com/drive/folders/1WFd_prtCXkVrFvvyDb44tAX0r_9fiPL4?usp=sha.... While I did not upload the assets themselves, you can find the scene tree in the main.gd and level.gd scripts to get an idea of the project structure.
Hi, sorry it's been such a long time, but you can find the scripts to the project at https://drive.google.com/drive/folders/1WFd_prtCXkVrFvvyDb44tAX0r_9fiPL4?usp=sha.... In particular, the dice movement code can be found in the player.gd script.
My solution to Oiler went something like this:
1. Bring the 1st vine upwards to guide water to itself through the top hole.
2. Bring the 1st vine towards the base of the 2nd vine to guide water towards it. Make it roughly flat where the water lands on the vine body so water is divided between both vines.
3. Using the yellow shiny, guide the 2nd vine over to the hole above the 1st vine to let water flow into it (this is the step that caused the most headaches, as every time I tried to guide the 2nd vine with the yellow shiny the 1st vine would ride along as well, disrupting the flow of water to the 2nd vine, eventually I managed to use a combination of both the yellow shiny and the blue shiny to let the 2nd vine extend far enough ahead of the 1st vine so only the 2nd vine is within the radius of influence of the yellow shiny).
4. Use blue shiny to shrink 1st vine, then use yellow shiny to guide it towards beehive.
By the way, I don't think having the shinies caught in walls is a framerate issue, it's just that when the cursor moves far enough away from the shiny the cursor loses it, which is nothing wrong, but when you are trying to quickly move the shiny away from vines to stop influencing them and you lose the shiny because you accidentally moved through some walls, it can be quite frustrating.
Nice game and idea, I enjoyed it!
Some criticisms I had:
- Cannot read signs while holding shiny
- Sometimes vines will get stuck and I have to restart (in earlier levels)
- The last few levels were very finicky (especially 'Oiler') and I had to retry many times, because it was very hard to use the shinies to manipulate the vines how I wanted, very often I would try to "rush" a shiny past a vine I didn't want to move, but the vine would still catch the shiny and move just a little bit which was enough to mess up the flow of water. Also I would sometimes lose the shiny if I moved it at a very high speed, because it would get caught in some terrain, which was very annoying in the last few levels.
I see. I personally thought it fit the theme quite well, though we all have different interpretations of the theme and that's ok. As regards to your idea, 1) I'm not sure if it would make the game too easy, as part of the difficulty of the game is the lack of control the player has over the shape once it is drawn, making it paramount that they draw it to exactly the right proportions 2) I'm not sure how expanding the shape when it's already on the board would mess with the physics engine, I imagine it would most likely result in unexpected behaviour. Still, thanks for playing!














