Perhaps a option to bring them back up should you need them. ie: second round they shrink down, and the player can press a key for help (or click somewhere on the screen). This being said, your reasoning for removing them makes sense to me.
Galkster
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Tested v1.2 - I did like the 'papyrus' reference instead of paper. I also enjoyed that each option had a different image to represent your choice. I agree with Beebster, after that first encounter, the instructions dissapeared from the screen, but thankfully I remembered which of the keys represented which option :).
I like it! It's cute - level is colorful, clean and and you play a robot (+1 in my opinion!).
The only two small items:
* while dashing down slopes, if you leave the ground the ground particle effects on the treads still run.
* when you turn the character appears to instantly face that direction. A smoother turn / transform would be nice.
Great job - definitely better then my submission!
I'm trying some rope physics and playing around with 2d skeletons / inverse kinematics within Godot. This is my first game jam - but I saw so many people comment about using game jams to try something new, and I loved the idea.
The above may not work out properly, but its a great start to understanding these concepts if I decide to use them in future games. I'm hoping to spend one more day on the Skeleton2D / bones / IK stuff, and then start working on sound, UI, game polish, additional levels... which causes me concern as I'm not proficient in any of those things!

