Cool concept and vibe!
its-dlh
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This is one of my favorites! The phone mechanic was super creative, and I can only imagine the state management behind the scenes for keeping message state in sync with level state. The puzzles were challenging, but fair, and nearly always engaging. And the narrative and dialogue were relatable and fit the gameplay nicely, despite having some typos and grammatical quirks. But real conversations are like that too, so it kind of tracks. Anyway, excellent work!
This is one of my favorites so far. Such drama! Such spectacle! Such relatability!
I'm especially fond of the Paper Mario style of flipping around a 2D sprite in a 3D environment. And the timing with the music is impeccable. The voice acting is also great.
Only nitpicks:
- You can still jump after you die
- You can't skip the intro when you retry
Nice unique game, although I couldn't find the coffee machine. I'd sometimes get stuck on walls while navigating, but overall it worked okay. I think there's a slight bug in the door, that it will clear all of your progress, even if you're in the middle of a run. But overall it's quite a nice effort for being a solo project! The background music was well done, and added to the tension.
Thank you! I will say, there were a LOT of physics-based movement ideas that we also could not get to work in Godot, which is why movement ended up being pretty simpleminded except for the rotation. But for the rotation itself, we went through some steps to turn the mouse position into an amount of torque to apply to the player RigidBody2D.
1. Got a target rotation angle based on mouse position
2. Computed the difference with the current rotation angle
3. Computed a target angular velocity as the angle difference divided by an arbitrary 0.2 (in theory, the number of seconds we want it to take to rotate that amount)
4. Computed a target angular acceleration as the difference between the current angular velocity and the target angular velocity, divided by an arbitrary 0.1 (in theory, the number of seconds it should take to reach the target velocity)
5. Computed the torque to be applied as the target acceleration times the inertia (which is one of those invisible properties of RigidBody2D you can just use anywhere)
This is the code for that: https://github.com/its-dlh/brackeys-2023.2/blob/final-1/Player/RigidBody.gd
That was a really fun take on golf, and a really clever way to fit the theme! At first I thought it was overly simplistic, but the courses were perfectly designed to fit the minimalist take, and presented scenarios that were challenging, but fair. The art style perfectly fit the minimalist gameplay, with clear presentation rendered in pleasing colors. The audio was gentle, but effective, having a satisfying "thwonk" when hitting the ball. Very nice work!
Really great puzzle game! The concept was unique and fit the theme well, and the visuals and audio complemented the gameplay perfectly. I especially like the effect when going supernova.
My only minor nit is that there's a lot of instructions to get your head around at the start, and if this were ever to be expanded into a full game, it would be nice to have a gentler tutorial. But it's intuitive once you get into it.
Really great puzzle game! The concept was unique and fit the theme well, and the visuals and audio complemented the gameplay perfectly. I especially like the effect when going supernova.
My only minor nit is that there's a lot of instructions to get your head around at the start, and if this were ever to be expanded into a full game, it would be nice to have a gentler tutorial. But it's intuitive once you get into it.
Really great puzzle game! The concept was unique and fit the theme well, and the visuals and audio complemented the gameplay perfectly. I especially like the effect when going supernova.
My only minor nit is that there's a lot of instructions to get your head around at the start, and if this were ever to be expanded into a full game, it would be nice to have a gentler tutorial. But it's intuitive once you get into it.


