dang really? there's nothing after 3-0 (all I had time for) but beating the level by getting to the teleporter should unlock the next one. In any case you can hold down p and q at the main menu to unlock all levels
HeelHook
Creator of
Recent community posts
Thanks for your game! A couple suggestions:
I'd increase the player acceleration but put a limit on the top speed to make the character feel more responsive.
When you implemented jumping, you checked to make sure there is geometry below the character - great! But also, check the normal on the surface below the character to make sure it's flat enough to jump from (unless you want all jumping!). Also, I'd suggest adding a cooldown on the jump to make sure you aren't accidentally jumping multiple times in a row: it's very easy to jump out of the level!
Not sure if I set up something wrong but line 36 in gltf_level_importer_base.gd, i.e.:
var extras:Dictionary = state.get_additional_data(CUSTOM_DATA) as Dictionary
will throw an error if the object doesn't have any custom properties and the rest of the function doesn't execute (so materials don't get replaced, etc).
You can fix this by just setting any dummy custom property in Blender but I found this annoying so I replaced the line with:
var extras = state.get_additional_data(CUSTOM_DATA)
if extras == null or typeof(extras) != TYPE_DICTIONARY:
extras = {}
else:
extras = extras as Dictionary
I'm using Blender 4.3.2 and Godot 4.4.1 btw.
Nice, fun prototype!
Things I liked:
-liked the mechanic of having to maintain the fire and watch out for health at the same time
-visual effect of encroaching darkness and the feeling of the arena becoming more cramped
Things I wanted:
-ability to carry multiple items at once
-picking up items automatically when walking over them
Keep up the good work!









