Thank you very much! The main menu seems to have a lot of fans :D I'll make the minigames rules clearer once the game jam is finished. Well, not immediatly then, I'll have a lot of refactor to do beforehand.
Thank you for trying our game!
Thank you, glad you liked it! Navigation sure needs an upgrade, I already have ideas in mind, minimap is not one of them because I want the search to be part of the game, but I think I will add maps scattered along the level, like you can find a map in a city with the "You are here" mark. I thought about highlight, I don't know yet, I like it to be diegetic, that's why I added a sound when a box activates, to localize it approximately by ear. I think the sound doesn't expand enough. However it excludes people with hearing issues. Maybe a focus mode one can activate by a keypress, to darken the surrounding except for the box.
Thank you for playing our game :)
Thank you! Yes, I intend to add a help system to display an howto before you play a minigame for the first time. As it wasn't intended for the start, I had no time to implement it before the deadline as it involves a big amount of refactoring. I suppose the camera freeze you're talking about is due to the mouse reaching the edge of the viewport if your playing the web version. Once outside of the viewport, the mouse movement events are not sent to the game anymore. It's an issue I will have to look at thoroughly. And yes, it does a tricky turn sometimes when zooming at some of the boxes, I suppose it has to do with the global rotation value of the camera trying to reach the correct angle. Also in the todo list :)
Thank you for playing it!
It looks like what I'm currently doing, I just surrounded each of the rotation with a test to make it move only when the mouse event is different than 0 to not interfere with the gamepad controls.
var mouse_sensitivity: float = 0.005 func _input(event: InputEvent) -> void: if event is InputEventMouseMotion: if event.screen_relative.x < 0.0 or event.screen_relative.x > 0.0: global_rotation.y -= event.screen_relative.x * mouse_sensitivity if event.screen_relative.y < 0.0 or event.screen_relative.y > 0.0: camera_root.rotation.x -= event.screen_relative.y * mouse_sensitivity
But maybe I should better use the rotate method instead of setting the rotation property manually.
There is a note about this in the Godot documentation regarding the Mouse and input coordinates I follow. But it seems even though the mouse is in capture mode, it still goes out of the window when playing in HTML. Maybe is there something to set in the Web export too.
Thanks for the input! (Input, haha)
Felt like an incremental game, with no heavy decision, and still… wait: "Start Wave 18"? No I'm pretty sure I just went for a wave or two…
Good job, mate. Good job :D
Seriously though, I like the idea, I just felt it lack a real strategy making system, Once you connect your towers to every upgrade, there is no more much challenge. Maybe limiting the amount of incoming connections to each tower, or making the number of connection for each an upgrade you could push the player to make more important decision.
Great work!
Thank you very much! Too bad Gobot is not here to stay… It was a really pretty addition to replace the earlier "character" (which was made of four static cylinders :D ), having an animated character really gives it when playing. I agree about the footsteps, it was also said in another comment.
Thank you for the feedback!
Thank you! There is indeed a lot of work left to be done. I also get angry when the power block is too high in the Tetris game, I'll lower it down once and for all :D
I agree about the footsteps being too loud, I also agree about the multimeter click, I found them really satisfying too, I found it on freesound.org and I fell for it immediately! I knew it was the one <3
Thank you very much for your feedback!