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A member registered Jul 06, 2023 · View creator page →

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Amazing system and you are an angel for offering this with MIT liscence, altough i found some issues on my uses that i plan on trying to adapt:
1: hard to keep track of nodes in the tree (since they keep changing positions and naming or straight up disappearing),

2: OrbitalObject3D doesn't extend physics nodes (for landing on planets and interacting with other bodies it'll be necessary to either switch nodes or adapt),

3: having a clear visual on where the SOI of bodies end, i get thats hard to do because appearently it changes from body to body but it would be nice to have a debug visualization, it helps with understanding what scale will be your solar system.


While writting these are the issues out of the top of my head.
And yeah maybe i'm dumb and these are me issues but i believe that fixing these issues could help a lot on developing with this system.

And once more thank you for your contribution.

Great game mate, only issue i have with it is the optimization, im running on a 1050 ti with a ryzen 5 5600 with 16gb ram and it runs slide show, besides that the gameplay is great

Thanks for the feedback

Yeah some forgiveness would go a long way for those collisions.

The music and art are really good, it is quite hard to hit the notes tough

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Really? i had and still have a lot of trouble going through that map, well the shadows sychronize because even tough you started earlier in one run in the next run, that "earliear" run will wait for the 1 second cooldown before it starts moving, thats so you have time to get out of the initial ghost zone, i guess the only real way to fix this is instead of being a cooldown on start to be a cooldown where you can't take damage and the ghosts start with you (in wich case might be a little more confusing for the player)

when the voting phase of this jam finishes ill see if i can fix those issues. 

       Me like cutting carrots


Thx your game was also surprisingly relaxing

(1 edit)

totally agree, level 3 din't had that issue as it was a tight space, raising the ghost speed and decreasing the amount of attempts needed is a good idea to avoid exploits and keep the difficulty level but it would bring more issues for example with faster ghosts players would have enough time to just wait in a corner while they end their run, also when i was building i tought that a fun gameplay would come from the great amount of ghosts on the screen, i think that the best fix for this issue lies in level design making it so you can't avoid ghosts by just being fast

Btw the 4Th level is the last one