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A member registered 5 days ago · View creator page →

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haha glad you had fun :)

Thanks for the feedback :) I should've made a setting for the death animation to toggle on/off.

Thanks and glad you had fun :)

Real ;)

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Very polished and the art is amazing. Chill and unique gameplay too

Definitely. Glad you like it :)

Oh sorry, I actually never noticed that at first but yea I see it takes up more energy when you mine through it. Definitely better to keep the game simpler, probably it's just me feeling like there needs to be slightly more pressure to the game.

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I agree the air movement is way too controlling and I probably should've boosted the gravity a bit more for the high jump boosts. Definitely a must for better control in the air and yea this movement is far from perfect. Thanks for the feedback :)

No problem. Happy to share and explain

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I'm glad you liked it :D

For the wall jump:

Basically check if we are running on the wall and we press the jump. Then, check which side we are wall running on and get the normal of the wall (I'm using 2 rays that extent out horizontally from the player on opposite sides). Then, get where our player is facing but take out the vertical direction. Last, apply to velocity by adding the force to push away from the wall, the force to jump slightly up from the wall, and the force that launches us forward based off where we face. And each of these forces are multiplied by a multiplier for adjustment.

# Player script
if is_wall_running:
    if Input.is_action_just_pressed("jump"):
        var wall_normal = Vector3.ZERO                          
        if left_wall_ray.is_colliding():                 
            wall_normal = left_wall_ray.get_collision_normal()             
        elif right_wall_ray.is_colliding():                 
            wall_normal = right_wall_ray.get_collision_normal()      
                        
        var forward_dir = -global_transform.basis.z             
        forward_dir.y = 0.0             
        forward_dir = forward_dir.normalized()  
            
        velocity += (wall_normal * push_away_force) + (Vector3.UP * jump_up_force) + (forward_dir * forward_momentum)        
        is_wall_running = false

Thanks and glad you enjoyed :)

Ahh I see. Definitely could tell the movement in the air being way too controlling. Thanks for feedback :)

Fun game similar to Brotato kinda. Gameplay is well made and gets progressive as you get upgrades and fight harder waves. I'd suggest adding hit flashes for a little more juice

All the sfx really fit well to the game and the music is such a vibe. Simple combat that is satisfying and the night and day cycle provide nice contrast to the gameplay. Also love running in the day to group them up and slash them the moment night comes. Cool game

Haha I think the music adds a certain charm :) Glad you enjoyed

Fun game. Unique art style and simple to understand gameplay. Also nice movement.

There could be more interesting things to add like some hazards such as TNT or a hard rock that bites your time. Or maybe some enemies that may chase you for a small time.

Cool take on the theme. I can see the potential but the controls for movement are janky.

Unique concept and I can see potential in the combat. Though may want to simplify it a little bit or that may be a skill issue on my part.

Cool game and use of the theme. Though the shooting system is really hard to use so I suggest making it controlled by the mouse. Also I feel like the countdown mechanic should provide a little more pressure somehow

Unique concept and fun simple gameplay. Easily addicting and interesting puzzles.

Simple yet fun and unique game. Potato go BOOM

Fun and unique idea. I really like your smooth movement feel. The time in hell is a nice contrast to the parkour in heaven and I can see potential in making both places feel great.

Pretty fun concept. I can definitely see the potential. Very cool

Cool unique art style. Though the gameplay needs more pressure and I would suggest the "kills" to maybe fight back

I love the art style and the damage system promotes skill. I would suggest maybe a physics based movement system

Fun game and unique concept. The gameplay is satisfying and I love having to think of the path to cover the most area and my tracks at the same time.

Fun and good take on the theme. The gameplay is fun and satisfying as you get the puzzle. Very nice

Interesting concept and love the art style especially the 3d models. Though the gameplay does feel a little bit based on rng

Cool concept and fun gameplay. Though I would recommend making it more satisfying like maybe more particles or some vfx. Cool game

Cool concept and artstyle!

I love the art style. I managed to beat the game relatively quick though and didn't get to see the creepy crawlers.

Fun and unique concept. Cool art style too. Though I would suggest disabling movement because I accidentally fell out of the map haha

Fun cool roguelike game. Reminds me of Brotato. I do wish the bullets were slightly faster though.

Fun game and love throwing them grenades at them bad cacti!

Fun game and cool concept :)

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Fun and creative idea. Though I suggest may be to have icons for each stat for better ease playing.

Really nice models and overall movement feels pretty nice. Though I feel like those enemies at the beginning of level 2 had too much health and it made the rifle feel pretty weak. Also, maybe the countdown should be on the side and smaller. But overall fun game!

Ahh yea the air movement is kinda clanky and too controlling. Glad you like it :)

Glad you like it :)