Hold up, This is genius!!! I LOVE IT!
If this ended up on steam, it would not surprise me.
I can't believe this is a Scratch project. Holy hell.
Beautifully executed. My only gripe, is the jump height is not variable depending on how long I'm holding it. I wish it had that added in, because at times not being able to control how high I'm jumping threw me off.
However, fantastic mechanics, unique in the aspect of the eye sight. I found that interesting, and it had a tactile nature to it. As some of the same mobs have different eye sights. The sneak was implemented flawlessly. I liked how the bushes added variation in how to approach the challenges.
I feel that, when I first made the mechanic I had problems too. A hint I forgot to add in the game was how to chain the launches. That's my poor design flaw though, I'll definitely return to this project after the jams finished for at least 1 additional update. Glad to know I got the juice right! I appreciate the feedback a lot, and the time you spent playing.
BYTE_rus is a game where you are a virus attacking security protocols to collect data and extract it in a top-down, dungeon crawler experience. You have 1 way of accomplishing the goal and it is with your virus.
I picked Godot up 4 months ago, and I saw this game jam as an opportunity to see how far I've come since learning Godot. I'm not a veteran developer, just a dad that has ideas. But I love competitions, and I love being creative. My plan of attack for this Game Jam was to keep my scope small and contain my ambitions into my singular goal.
That's it, and that is where I kept my focus. Spending a majority of my time tweaking the player's movement to feel weighted in responsiveness. The movement system almost feels like you're controlling a microscopic entity in fluid, where momentum and precision matter. I used multi-stage input processing: current direction, potential direction, inertia consideration, and mouse relativity.
The attack and dash mechanics were built with the same attention to feel and precision. When attacking, the player launches like a missile in the opposite direction of their locked position, creating a satisfying risk-reward combat system. The dash system complements this with a three-charge mechanic that recharges over time, letting players chain together fluid movements while managing their resources.
