Haha, if you're talking about the first couple backgrounds, yeah. Our main artist was a bit preoccupied drawing all the character assets (there were a lot more, but we ran out of time to implement them loll), so I just took up the role and freehanded some drawings LOL. I also ended up running out of time, so another team member took over after me (if you noticed the different "art style") XD
I'm no artist, but I do know mixels aren't the greatest, but we were tight on time so better than nothing ig...? While our artist focuses more on character art rather than backgrounds, we'll still probably get him to cook up some better backgrounds after the jam is over and we can continue the project. So stay tuned! (^u^)>
moogie001
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Thanks thanks! <3
Hopefully nobody was too mad when you died when hitting them loll. I wanted the game kind of like real life, in the sense where you discover yourself what is dangerous and what is safe, but I didn't have the time to find playtesters and *cough cough* finish the game to see whether that was a good choice or not.
There were planned features like punching (ow XD) and picking them up, but yeah, ran out of time ripp.
They actually took up soooooo much of my time... I wasn't ever happy with how the ai turned out (still not). Idk if it happened when you were playing it, but sometimes, the rng just made them sit indefinitely LOLL. I'll def be tweaking that in the future.
Thank you so much! Very appreciate you taking the time in playing around even when there's nothing much there :D
Normally, my art is... trash (if you've seen any of my older games ;-;), but I decided to challenge myself to making some decent art this time, so I pulled some google images as reference and tried my best. I bet some parts probably looks a bit janky to professionals lol. Unfortunately, that sucked away a lot of time from the already limited time available, so I wasn't able to make it really in a playable state... :(
Tbh, I don't know how "solid" the fall damage LOL is as it was created like the last few days of the jam so testing was quite limited. When I was testing it, it was a bit buggy at first, but then after a slight tweak or two, it seemed to work consistently enough so I moved on loll. Glad it's working 100% XD
If anyone wanted to know: To make it (my version), I constantly tracked the y of the player. The moment it changed (starts jumping/falling), I saved that coordinate, then the moment when it stops changing (landed), I saved that as well. Then subtraction to see how far you fell :)
I wonder if there's a better way to do this hm...
Whether you're an experienced game dev or just a simple beginner, Flowlab is amazing! It uses visual coding which makes it very easy to pick up. Even after learning several programming languages over the years, I still find myself coming back to Flowlab to create my projects. It's just so much simpler and faster to bring ideas to life!
Tho, since it is visual block programming, you will occasionally encounter some limitations, but personally, they aren't that groundbreaking and Flowlab is constantly updating, so many of these limitations will be swept away :)
100% definitely recommend that you give it a try. "Studies" have shown that 10 out of 10 Flowlab enthusiast reported an amazing experience in Flowlab XD




