Neat! I'll have to give the manual a readthrough, it seems like it's got a lot more flexibility than I realized
needleful
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Thanks! It was about a year and a half of work. I've been working on different games for so long that I don't really use tutorials any more. I've streamed most of the game's development though, so maybe that could help: https://www.youtube.com/@needleful-streams
Thanks for playing! It's Godot 3, but I reused some custom shaders from my other game that give a bit more color to characters. The code for them is here if you wanted to see: https://github.com/needleful/princess_pear/blob/master/visuals/materials/main_sp...
You can actually get up to it from the ground by firing two shots, so maybe that's the confusion. Now that I think about it, in a video someone made, the puzzle only clicked when they realized there was another ammo machine higher up the tower, so they could afford to use both shells at the bottom. That's another thing I could make more clear to the player.
Thanks for playing, and for the feedback! You actually solved the ladder puzzle correctly lol. Multiple people have gotten stuck there, I think because players expect it to be just shooting, since it's the first time the switches are used. I should probably introduce the switches in isolation and then have that puzzle, so people know it's more complex.
Thanks! Yeah, I agree with your suggestions. PC controls were a recent addition and could be improved in most areas, like menus. I do like the idea of having two guns, but I'm worried about the balance, since there are puzzles based around getting from point A to point B with limited jumps, and with two guns it may get quite complicated for me to design and the player to figure out the right combo. But maybe it'd work as a mid-game unlockable, where you'd then be able to breeze through old areas and have new, more complex areas that take two guns into account. That's something I think would be pretty good, actually.
Thanks for playing! I'm thinking of ways to make the controls more intuitive, since I think I can preserve what I like about them while making it easier to just look around and stuff.
Some of the issues are also just incomplete content. The level's meant to be a densely-packed concrete jungle, but right now it's mostly empty. And the pistols are for combat and actually don't give any air at all, but the only combat's completely optional right now. I do like the idea of more movement options. Perhaps something more limited, like a dive or a wall kick.
Thanks for playing! Good to know some people don't mind the controls. I think there are still improvements to be made, but it'll be largely like it is now.
For the ladder puzzle, I bet the problem is that the game never tells you that you can shoot the target again to deactivate it, and at one point you need one active and the other inactive. I should probably explain the buttons over multiple puzzles so players know they can do that.
As for that ladder, I'll push it more upright, and I should probably put collision on them anyway, since the only reason there wasn't was because it was causing problems if the player was on the wrong side of the ladder.
Thanks for playing, I'm glad you liked it! The gun disappearing is actually because B also holsters the gun, and there's a bug where it still happens when exiting menus. Multiple people have been thrown for a loop by that, so I'll need to fix it, and probably have a prompt to pull it back out. I'll also take a look at the other bugs, there's some refinement I need for ladders and movement in general.
It's neat you noticed the skipping! Yep, it's 10-20% faster to jump.
This is cool! It's a challenging game with how far in advance you have to plan your moves, and I enjoy it.
My recommendation is to make the UI more user-friendly. I couldn't figure out how to exit the tutorial or training room without closing the game, for example. And selecting the CPU character with the arrow keys sometimes didn't work, and I think it'd be better to select them with the same controls as the player.
I think with some refinement this'll be a fun and unique game