bruh it's still not fixed in 4.5, it's whenever this get implement btw : https://github.com/godotengine/godot/pull/104539
Heartcat
Creator of
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thanks for the feedback!!
- FoW could be a nice touch, but not sure about it yet.
- we'll indeed add marking for visited intractable objects. (and maybe change the color for the different type of intractable obj)
and also:
- we'll add another npc. (the sprite is finished but we didn't implement the animation in time)
all of this after the jam ofc
originally we gonna have 3 npc patrolling around(yo mama, yo dad, yo granny) and you suppose the have a throwable object to distract them, juggling 3 npc is already a nightmare even when you know exactly where they are, but ya know we are out of the time-budget(the art for the mom is finished so im ma add her later) so we cut those out. ;3 sooo... we didn't think to add a fog of war at the time.
but maybe now we will >:3
all the content update will have to be after the jam ended tho as to not rigged the voting
im not adding doors to the game tho idk how to make the sideways doors work
we'll probably change it so that you don't play each instrument consecutively for the entire music, but for each verse/chorus where you loop/cycle between each minigame.(this was how it's suppose to be btw, but the programmers(me) couldn't figured it out in time, it's also one of the reasons we picked this game out of the other ideas cuz yk looping through the 3 minigame)
kinda like this : Verse1/Intro[guitarist > drummer > singer] > Chorus1[drummer > singer > guitarist] > Verse2[singer > guitarist > drummer] > Chorus2/Outro[guitarist > drummer > singer] (we probably will make the ordering for each minigame random)
and that would make each minigame feel shorter.
not sure if it's gonna help with it being "loopy" tho (but if you mean "loopy" as in the minigame just loop between only a couple variation of key press then that will be update to be less repetitive too, we tried to keep it simple and just finish the game on time, sorry!)
but if you have any suggestion then go ahead and comment it, would love to know how to improve our game. >:3c
yes, the gameplay is indeed repetitive and lack a complexity that a turn base combat should have, but lets just say that the dev who program the combat(me) have greatly under estimate the complexity and workload for this type of game, also there are lots of bugs. oopsie... >:3c
but here's a banana for scale tho : 
alr alr
-The character controller felt very wrong : all the thing you said were actually intentional, except the dash part that was cuz i forgor (also "the jump feels quite heavy" this is the problem on the tutorial part but do you not understand the jump machanic? if you just press [SPACE] or just realease early you'll do a tiny jump and if you hold [SPACE] you do a bigger jump (i thought the electricity pylon level would taught poeple that but I'll make it clearer on the tutorial update))
-Precise platforming was very difficult : it wasn't suppose to be precise? it's a casual puzzle platformer non of the levels made for the player to be supper precise, but it's made for the player to fail if they forgot which part is in wich timeline
-The character slides around when movement keys arent held : cuz it wasn't suppose to be precise and it force player to just send it and do the level in 1 go this part was by design (but also it's not like it slide that much even if you land in the middle of small platform you won't slide off if you just tap the movement key)
-"even the dev died in bullshit ways several times over." nah that was just skill issue and I was sleep deprived and the dash glitch is pretty goofy so I thought it would be funny to speedrun the game so ye
-Tutorialisation : thats because we ran out of time the game literally submitted 13 seconds before deadline lol 
-Visual clarity : for the second level I was gonna make the platform part of the electricity pylons a lil difference color but out of time
-if it's used inside another object, it fails : yes that was there to prevent the collision from pushing the player through the ground and YES I FORGOT TO ADD THE FAIL SFX that one is on me
- Moving platforms : I ma be real with you i couldn't think of a solution at the time (and also the level ain't that hard) well even if I do not that I would have time to implement it cuz ya know "submitted 13 seconds before deadline"
- The level with two moving platforms : ahem ahem uhh.. skill issue (the problem with waiting for moving platform is real tho but I have an idea on how to fix it now but I'll fix it later (rn I am in another jam cuz the grinds neva end))
-There was dissonance between the mechanic of "time period switching" and the level design. "i.e. growing of moss" you just said it the vines and grass only grow on time shift what are you talking about
-Often though, it caused changes that were absurd, like a large segment of level geometry spawning out of nowhere, or moving inexplicably to the side. well what else can you do with just the tilemaps the electricity pylon level is as much as we gonna be able to stretch it without an artist and also it's like a puzzle platformer "game" it's not suppuse to be that immersive
-Only having one tileset and one background reinforced this : huh their are 2 tileset albeit they looks very similar cuz only the outside layer changed and THERE ARE 2 BACKGROUND the use the same color scheme and art style(it's from the same creator but difference assets pack) but they are WAYYY difference how did you not even notice???
here's the patch fixing the dash cooldown bug
https://heartcat.itch.io/fragments-of-time/devlog/980676/dash-cooldown-fix
here's the patch fixing the dash cooldown bug
https://heartcat.itch.io/fragments-of-time/devlog/980676/dash-cooldown-fix

















