Challenging puzzle game and a cool idea! I really like the art style. Made it to level 9.
ille
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I honestly thought it was part of the game, imagining being a robo on one wheel. What I meant particularly is that when you first jump straight up and then lightly tap a direction, you travel very far.
Maybe keep it as part of the game and when you collect stuff you upgrade your movement. like finding legs or something :D
Sorry to hear about your experience.
The time constraints of the game jam made it challenging to add a save feature, but I understand how frustrating it can be to lose progress.
The bug you mentioned with the camera and character is definitely on my radar, and I appreciate you pointing it out.
The inconsistency with object damage is a known issue:
the higher the damage upgrade, the harder it is to destroy smaller objects.
This wasn't intended, and I’m currently working on fixing it alongside adding new features.
Thanks for your feedback. Stay tuned for updates!
Thank you for providing a complete godot project. I got it running in Godot 4.3 (with some minor adjustments mentioned in the other comments because of refactored variables)
I used it in my silly game (with a blue hue shift).
If you want to check it out https://ille.itch.io/plummet-panic
Amazing font.Thank you :) I used it in my silly game for a game jam.
If you want to check it out https://ille.itch.io/plummet-panic
Very cool game once I got the hang of it. I had a slow run, but I found a funny exploit and played around with it a lot. :D
If you jump against a wall and keep the direction button pressed, you slowly slide down the wall. So far, so good, all as expected. :D But then, you can keep the up button pressed and release the direction button. Now the slide still continues. Press the opposite direction button while keeping the up button pressed. Now you fly through the air and slowly slide down while flying. Press left or right while keeping the up button pressed. :D
One of my favourites. Strategizing about what segments to use was a lot of fun. The storyline and characters were a nice touch :D In the end my best strategy was rocketwheels, runes, runes, overarmor, rockets, warp and spamming the cooldown (I call it the speedrun strategy :D).
Would love to see a more polished version with a graphics overhaul and more complexity (resistance/weakness against some enemytypes for example, maybe the ability to fight back with archers and cannons)
I had fun playing your game :D Beautiful use of worldenviroment. Very smooth and responsive controls and mechanics (except climbing walls for me. I instinctivly was pressing W midair before connecting with the wall and when i connected with the wall I had to release and press W again to start climbing. wish i could have kept it pressed)
My Highscore :)
Thank you. Everything destructible is a polygon with a texture. On collision, the mass, velocity, and damage upgrade coefficient subdivide the destructible object (using Delaunay triangulation to produce triangles) and updates the polygon (triangles not visible yet). A fracture function then determines the size of the cut shape (the chunk that will break off, also based on mass, velocity, and damage). This chunk is spawned, shattered (with triangles flying away), and subtracted from the “old” polygon.
I found a library to handle all the math and helper functions for polygons like calculateArea, Delaunay triangulation and getRandomPointsInPolygon. (its in the credits)
It would have taken me months to understand all the math behind the fracturing myself. :D