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jefersonbelmiro

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A member registered Nov 07, 2020 · View creator page →

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(1 edit)

hi,

No, there’s no neural network under the hood, just a simple rule-based AI written in GDScript. Here’s roughly how it works:

  1. Trajectory Prediction
    Each update it “simulates” the ball’s fall under gravity and damping until it hits the ground, and records the X-position where it will land.

  2. Jump Decision
    If the character is on the floor, the ball is nearby and coming from the left, and enough time has passed since the last jump, it triggers a jump.

  3. Target Selection
    If the round is active and the landing spot is on the character’s side, it picks that landing X plus a small random “offset” (varying by difficulty tier). Otherwise it falls back to a fixed start position.

  4. Movement
    It simply moves left or right toward the chosen target, with a tiny “jitter” threshold so the motion looks less robotic

puseudo code:

```

_ready():
    if tier == 1:
        jump_cooldown += 1.0
    elif tier == 2:
        jump_cooldown += 0.5
_physics_process(delta):
    if frame % 5 != 0:
        return
    # simulate ball trajectory under gravity until it hits ground, return x
    landing = predict_landing(delta)
    # true if on floor, ball close enough, coming from left, and cooldown elapsed
    if can_jump(landing):
        parent.jump()
    if not round_active or landing_off_side(landing):
        target = start_x
    else:
        # add a small random + tier-based shift to landing
        target = compute_offset(landing)
    # step left or right toward target if beyond jitter
    move_toward(target)          

```

hi, thanks for the feedback,

about map size, I think you'll like the next map I'm working on, it won't have borders, infinite size xD

about improving the appearance of the maps, yes, it is in my todolist to add elements, to improve the atmosphere as you commented

about losing items, it's something intentional to encourage their use and also increase the difficulty, but you're right, this behavior is obscure, I'll put a message as you suggested

again, thanks a lot for the feedback ;)

ow, got it

this has option in the settings screen:

"Activate Portal"

By default, this is the behavior, when entering the portal it is activated

there are 2 other options:

Action: a button appears to activate

Channeling: you need to stand still for 1.5 seconds

in the mobile version there is no "Action" option

thanks for the feedback

any other feedback or anything you would like in the game, feel free to leave a comment on discord

I'm glad you liked it

add a confirmation dialog when touching the exit button during the game?

awesome

thanks,
I liked the co-op idea, I'll probably try something

true, I managed the time badly
a lot of basic stuff was missing, like sound and levels
thanks for the feedback

thanks

thanks
developed using a keyboard without arrow key, AWD was supposed to be only in development
I also prefer arrow keys + space bar

agree,
I left the level designer for last and it ended up being very easy
thanks for the feedback

nice assets
I used it in a learning project