Definitely want to at least finish the main gameplay loop and see how it feels.
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Really great feedback on bevy. Some of the pain points you mentioned are being worked on like the asset system is being completely reworked. Other things like there being a lot of runtime checks won’t change anytime soon. (Fixing this in bevy would require a way to get a const type id, which isn’t really possible with how rust currently works.)
Comments on the issues you were having:
I was thinking it should have been a custom schedule maybe, that I would run manually somehow
This is what I would recommend for anything turn based.
load configuration from lets say a json file at runtime
I usually use bevy_common_assets for this.
I have no idea how to take ownership of a component.
The problem here is that the world owns the components, so you can only get ownership when you have access to
&mut World. For what you want to do I would recommend writing a custom EntityCommand. https://docs.rs/bevy/latest/bevy/ecs/system/trait.EntityCommand.html
Once I read the comment about not pulling back, game was much more playable. Though it was very scary with the effects on the last level waiting to find out if I was going to slide off or not lol.
Very impressive work! Especially for a jam entry. Sometimes things felt a bit unintuitive with the sticky effect. I struggled with the controls a bit when changing between the floor and ceiling.
Really interesting game. I had a fun time with it. One issue I had is that I felt like I was guess and checking towards the end. I had a hard time understanding “promotes a healthy appetite”. I think it was because I would normally expect a mouse to eat cheese even without any drugs.
You had some fun puzzles. It might be better to make the platforming a bit easier though to give more focus to the puzzling aspect. I fell and died a couple times on the second level after I already knew how to solve the puzzle.
interesting idea. only tried with 2 players but I can see it getting really hectic with more. My one complaint would be the rotational momentum. It made things feel very unresponsive when trying to change directions.
Took me a bit to figure out what I was trying to do. I think it was partially because I didn’t know what was behind the ???’s. Could be pretty fun if there was some goal/challenges involved.
Tried the fix and it helped a lot. I was able to beat it.
It still feels a little awkward, since the enemies rush you in a straight line but if the reticule is too close you tend to miss the next enemies rushing you. since the bullets will go off on an angle then.