Ah, i didn't consider that.
I may keep it on since fall damage seems to be inconsequential outside of these specific cases. (Not many places to fall from)
Whenever you die, you are forced to both wait for the entire animation of the screen going red and then returned to the main menu. Before you can even get to load a save file.
At least we could be allowed to pause the game during the dying animation.
And yes, this is a mald request. I have died 3 times trying to MOVE away from a wind mill. Twice because the character magically detached from the ladder while going down. And another just walking down a hill side (apparently you instantly die if you try to run down a hill side).
If the game is going to be this unstable, at the very least we could speed up getting past BS deaths.
There is a spawn limit at any given time, which equals 6 + (10 / difficulty). Maybe some enemies clipped out of bounds, didn't get deleted properly or maybe just hid in the level. I didn't really test the spawn limit all that much. I just adapted one of my public libraries during the last day (and was made on a plain text editor lol).
I completely forgot about the clipping issues, it is due to the hull being too far away from the rotation axis of the cabin
The UI MAY clip out of bounds at certain resolutions due to how the shaders work (they depend on the PoV from the camera). Just another thing i didn't get the time to make as stable as i wanted.
Thanks for the feedback :). It makes fixing things way easier.
I tought i had fixed the explosion.gif issue, but i had an issue importing the sprites and it broke the animation. In fact, it broke the entire code related to it, but Godot managed to mitigate it into just stopping the function in it's tracks (which may mean the enemies are not running the full death code as well)
I did not get to see enemies fly into the air in my tests, they have the capability to fly due to being copies of the player with an AI attached onto them, but they are not supposed to use it since they do not take the player's Y position into account when trying to follow (didn't have time to test the AI with that capability so i removed it for this release).
I think mines are missing a model, actually. Since i was using debug view i located them with the collision viewer, but i forgor to give them an actual model.
The rockets where pretty OP but i didn't want to nerf them with just a couple of hours left in the jam. It was feature freeze by then.
As for graphics, i didn't even try, i spent so much time developing a randomly generated level (which got scrapped) that i decided to focus solely on gameplay. The level was meant to be a desolate range of snowy hills with some bunkers and bases spread among them. The level in the final game was put togheter in a day when that plan failed and it shows.
You can change layers with R and F (should be in the Help section in the pause menu)
The game was not intended for touch controls, it is something that i'm looking to try in the future so i can make an Android release too.
Puzzles don't really have a limit for the sides but max height/layers is 50. Still, keep in mind puzzles of that size can have a significant performance impact (i'm pretty sure it's due to the simplistic aproach i took).
The grid in the editor is purely visual and only really updates when loading a puzzle, main reason is that puzzle size does not have a set limit (aside from layers) so it would need to recheck the size every time you change a tile to update properly. It's a low priority thing rn.
I was working on a re-usable key remapper but i had difficulty integrating it into the options menu since it builds itself from your config file (and it's difficult to build itself from something like "buttons"). I was working on a different project, but when the remapper is ready for that one, i can port it to this game.
Same with other features, i'm planning on updating the buggy code with stuff from the new game when i have it.
Thanks for the feedback tho. I'm also glad the Linux version doesn't self destruct or anything.
That is not how it works, Sony isn't gonna appear and say "hey, get your game in our store and we'll pay for it"
At best he can ask "Hey, can i buy a dev kit and port my game to your store?" and if he gets a yes he would have to pay again to put the game up
Then he would have to give 30% of his earnings to Sony as well just for having his game in their store
It IS a joke, you are asking to destroy a dam with a rubber band while workers are reinforcing it, the only thing you're doing is annoy people
I'm not hating on you, i think it is pretty sweet you take this stance, but it is also very naive and it isn't accomplishing anything other than fueling the toxicity itself
"i dont think so the internet is a toxic place" It is, if it wasn't you wouldn't need to change it
And no, you alone won't be able to change it, if you want to have a ghost of a chance, get people from various communities and start a movement, you doing it alone it's not just annoying, but completely useless
ALSO, this forum is filled with kids so ofc it will be toxic