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istubedmytoe

130
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A member registered Apr 07, 2025 · View creator page →

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It's a fun and enjoyable game and I like the detail of the camera being physics based, it just might need to be toned down a bit. Beside that it was pretty nice!

edit:

forgot to say this, but the music was nice, I liked it :D

It was a little bit hard to understand what I was supposed to do until I watched the gameplay video and there isn't enough collision around the edges, it was really easy to walk through the gaps in walls or pogo off the ground out of bounds. Since there's no restart button, I just had to reload the page to get the game working again. I think that the game needs more polish and sign-posting and then it could be a great game, it's just a little bit hard to understand what I'm supposed to do right now

Fun game for what I could play, but there was an issue of the bullet clipping out of bounds in the level with the metal tube which made it impossible to kill the rest of the guys. Beside that, still a fun game/concept!

Well... That was stressful

I saw it too on my 16:10 monitor

It should be easily fixable by having a black ColorRect set to full_rect in layout as a child of a canvas layer. 

What, so you're saying you shouldn't give your wife lollipops in a clown suit?! This is an outrage!

The game looks really cool, however if I had to give a bit of criticism, I think that it takes too long for the pinballs to start counting down then explode.

Based upon where I was getting lag-spikes, My guess is that was due to shader compilation. Basically whenever games render shaders, the engine needs to figure out how to render it and then cache it to a file. I was getting a spike during the first times it loaded a particle which, since particles are shaders, lines up with shader compilation issues. It's a pretty hard lag spike to fix because Godot needs to cache it to a file so every time it runs the shader it will be faster. If your game has loading screens then you can hide the particles behind a black screen but otherwise it's just a tricky bug to deal with.

Lever was supposed to be a free update initially, but I just got more and more ideas. It started taking seconds and more seconds of development until it took up so much time, I'd go broke if it was free. Sorry about it costing 2¢ to play lever :(

Omg 5 stars! That's so crazy! Wait... Crazy! Weren't you crazy once? I feel like I remember you being locked in a room, was it rubber and with rats? Because rats make you crazy. Wait... Crazy?

You'd think only having one number to pay attention to would make things easier

Wow... I'm bad at chess. Like really bad.

So I might've softlocked :\ I don't know what I did but I maintained some velocity that stayed between resetting run

Such a cute and well sounding game! My only gripe with it was the fact that the grabbing was a little inconstant. Also thank you 144p Mario for bringing tons of jammers hydration during these hard times.

It can get caught if you don't thread the needle going around a collision. If the corners were rounded and it could slide off then it would control nicer

So you're saying pressing plus in the game called don't count down leads to the boring option? I've been lied to!

So you're saying pressing plus in the game called don't count down leads to the boring option? I've been lied to!

The game looks nice but is pretty short and the inability for the mouse to go around corners is annoying, but tolerable.

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The music was quite deafeningly loud. Even after taking out my earbuds I could still hear the game with my computer at a reasonable volume. The shader didn't really add much to the game and made stuff hard to read and some of the attacks felt unfair, but once I got over that it was fun to play. I just had to ram into the toe to stub it.

What in the convergent thinking?! We basically ended up creating the same game but in yours ammo is free! Since each level is pretty long and there isn't too many new mechanics introduced, it does get a little blandish, but still it's pretty nice!

You didn't yet get to the fourth chapter after getting the Omega Spade to dig into the flame temple?

(I got silk song on release. I'm still in act 1 D': )

Um... This is ye olden 1800s

I thought about it, but that would introduce some cheese in places because I didn't want it to be required:/

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for name in JumpGameStudios.get_children().get_children():
    print("Hi " + name)

The vampire staff is really good early game so a lot of people see it as a crutch and keep it, but the percentage of life you get per hit is so low that eventually is basically imperceptible. Generally you want any weapon with bleeding or cripple for later game.

I would make a joke about art not being appreciated whilst the creator is alive, but it seems like this game is getting appreciated at least a little

I think you are just bragging about beating temple of flame hitless

Me heppe you heppe you play gaem

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I tested Omega Spade early but it was a 240 fps frame perfect and supposedly tas only so I figured out wasn't with patching it out. What setup were you able to find?

If you dodge roll twice out of the way of it's beam, you can do a punisher to break it's legs and cripple it slowing it down for the rest of the fight. With the cripple debuff you get to deal more damage too.

Have fun trying to get S :D

The replayability is on my side, making the game faster :P

Just hold the button.

Button :3

I was trying to come up with some sort of dumb excuse, but the fact that they can't see you behind walls with windows until they break is a big loophole in a lot of my excuses: /

I only had one enemy in the game, but in the future I'd want to add a sort of "heavy" enemy that poses significant risk and maybe putting it in a level without much so it becomes a decision of get enough time off killing enemies and avoid it or pick a fight for a ton of extra time. 

A lot of the level design was drawn out on paper with the idea of "what could pose for an interesting decision". I never had any intended solution to the levels because the main point of speedruning this game is finding your own route you like.

My goal was to try and make beating the game really tight, but eventually I decided I should make the game more accessible to random people playing it in the jam so it became moderately difficult to beat, and it's rare that I get S rank in a run. I think that if this game has any sort of modern success in the jam, I might clean it up a little, add more content, put it on vcs because I forgot to set that up.

Nope, it shows high speed cooking for me :/

My main inspiration was actually blood thief, I've never heard of super hot. I'm fact blood thief is really the game to thank because my only exposure to hotline Miami is from Blargis talking any it's game design in his videos.

I'm planning on doing a more optimized run for confetti%. This was the first run so I needed to claim my spot in first. Now I can work towards a more efficient planned out run.

14:26 is the only documented speedrun