Fair enough, I didn't realize at first that both your assets and that generator date back that far.
goldenbeard
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The thought crossed my mind, as well as adding planet orbit around the star, but to account for those in the already spaghetti-like code for enemy pathfinding and behaviour was too much without designing for it from the start haha
In a future game maybe, I wanted to move on toward other projects for now though!
Great idea! This was a really cool spin on the breakout formula.
Some small feedback, it would be nice if the menu could be controlled by both WASD & Arrow keys like in game can be controlled, or allow the use of the mouse but I know that requires extra logic. Whereas you can set both W & Up arrow to a custom defined "up" input action and use that set action in both the menu and the game if you wanted to.
Also something strange to mention, my media controls on my keyboard also triggered the "rotate_left" action, very curious. Both volume up and volume down do this, may be something interesting to keep in mind.
Also, do you think it might be better to limit the rotation speed? I can hold down a direction and rotate ant a speed so fast it looks like a strobe light effect and the paddle_ring appears to be rotating in the opposite direction much like a car's tire on a highway lol
But very good game and a great idea!
Great! I love Peglin so this was easy to get into, I haven't made it too far yet but it's really fun.
I think a speed setting would be a good addition, I usually play Peglin on 3x because the default ball feels too slow for me to be honest
I also think the game should be paused when the hints are open but that's not a major problem, you aren't able to aim before your first shot (which happens when clicking close for the hints in my case)
Great work!
Nice work, this is very cool.
But in the future consider at least control settings for mouse sensitivity, I shouldn't have to drag my arm all the way across my mousepad with already fairly high sensitivity settings just to turn 20 degrees. Since this is made in Godot the input mapping interface is very user friendly and easy to work with.
Other than that this is great
Hahaha, right away you triggered my finish button I forgot to take out after testing the ending. Totally my bad, I'll be uploading a build without that soon :P
Thanks for playing, sorry you didn't find the attack button! (it's in the description on the game page but I should've put it in the game)
If you want to try again, I'm running this casual high score contest until November for a chance to be a unique enemy or friendly NPC in an update
https://goldenbeard.itch.io/charles-mansion/devlog/105861/charles-mansion-highscore-contest
Thanks, I was really happy with the idea and design after this gamejam. I continued development for a few weeks but it got sidelined for a bigger project. It comes back to my mind every so often as I do really enjoy this character design, with my past couple years of experience I could probably finish it up in a short time.
So I'm not done with this, currently playing through. I died once already, but I have some things to say about it.
First of all, for context, VNs aren't my go-to genre. I've played and enjoyed some classics with VN elements (Snatcher, anyone?) but I have a hard time getting into them and have to be in the right mood.
Right off the bat, the atmosphere you keep here is perfect. The backgrounds combined with the music set up a perfect 80's slasher atmosphere that works very well. The writing isn't half bad either, if you're going for the 80's/90's slasher film style. It's pretty reminiscent of those.
I'm still going through as I'm enjoying it quite a bit. If you get around to add character portraits and maybe graphic representations of death scenes, I don't see why you couldn't monetize this.














