I also made my entry based on the Chicago L
jvmueller
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thanks, I just fixed the zoom out problem, and will update it post Jam. I will probably edit down the tutorial text a bit, and I also hard coded the trains for the tutorial so they are deterministic. (I already had this system in for both the level 1 and level 2, I just didn't think to extend it), just a question for feedback, which level of the ones you played was the hardest? I was unsure if the 4th or the 5th was harder.
yeah, Im kind of a noob with camera's in godot, and I constantly get issues of screen scaling. I thought because it was a web build and I said the resolution specifically in itch, that it would just stay that, and it looked fine on my moniter, but I was met with shock when I saw it on a laptop and it was zoomed out past where the level borders are meant to go, killing some of the effect.
But what a system it is. did you just get random points and then do random growth to generate the veins, or maybe use perlin noise? also what was your game going to actually be? One thing to look out for, because you used tiles with borders, you get a kind of Moire effect when you zoom in and out. this is more noticable on bigger world (I did 100x100) if you want to pursue a project that uses godot tilemaps in the future, I would look into solutions for this. I believe it is caused by camera zooming causing mismatched pixels, so a simple solution would be to not smoothly zoom the camera, (it could just jump between predefined frames or at least step sizes) or try without the harsh outlines on the edges of the tiles. good luck on future projects!
I love the art. I think one problem with the gameplay is you have blocks, but its very hard to see when an enemy is about to attack (small bar on the right side of the screen) so if you want to time a block, you have to dart your eyes between the moving wheel and the attack bar which is difficult. in addition, its never really worth it to block anyway, because you can just spend that time trying to wait for the enemy to attack by spamming the stop button and attacking. I think the concept is very interesting, the roguelike element is well executed, and I look forward to seeing what you do with it in the future.