Thanks for playing, plenty of helpful insight. Many adjustments are planned for the next demo.
Recent community posts
I'll put space as a jump input, though it might feel awkward to attack. Don't worry about everything else, it's temporary. The lighting is a halfassed solution because the actual lighting system in Godot is super unoptimized, and the coins were just put in as an objective for demo players. You'll mostly be fighting enemies and bosses in the real game.
Glad you liked it!
The minimap is just a viewport of the game zoomed out much further. Had to try a few solutions to get the rhythm really working, but setting positions based on OS time seemed to work the best (you can look at the source code, though it's very messy). Didn't use anything other than the built in Godot scripting.
I'll see if I can export and test the other builds somehow.
Controls - You should be able to move in all directions when firing in ship mode. I also tested this on my laptop, so I believe the problem is keyboard ghosting. In a future update, I'm planning to add a toggle between firing in movement direction and also control changing to alleviate the problems. I'll take your word for the fullscreen tip too.
Thanks for the advice!
Long, long time since my last post! Had to work on another project for a few months but now I can dedicate my time into finishing this one.
Shops are in every major area in the game. Their contents will likely change as you progress through the game, and they're very useful for buying spare mod ingredients.
Hopefully there won't be any more hiatuses, so expect more frequent updates!
Project Moment is my current game project that revolves around time. (Haven't thought of a good title yet.)
As someone given a limited power to manipulate time, you journey through many foreign lands, meet interesting new people, and create and use weapon mods.
Battles are unique - each turn you are given a short amount of seconds to act however you like: attack, heal, set up traps or blockades, etc. Time is also your health - the less you get hit, the longer you can act. Enemies will generally have less time to act, but the same concept applies.
Weapon mods are made of materials or elements. For example, two ice elements will create a Freeze mod that does 10 damage and requires little time to charge.
Mods may also be combined to create new ones. Three Freeze mods will make Triple Freeze, each shard dealing 15 damage. In the real scheme of things, combined mods won't be this blunt - but you get the idea.