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not_good_enough

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

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For dark orbs you may use second atack. About delay... well, maybe I just created a bad platformer :)

Nice screenshot resolution

Well... I just overdo a little with game balance, so the enemies hit quickly and painfully, so death comes before it turns out to recognize a black enemy on an almost black background, but they can still be identified by sound. The most dangerous enemy are the ones that cries.

I agree, that for a platformer, the character has too much inertia and it would be better to make the character more controlable.
It's just that during the development, I got used to my control scheme, so I didn't rework it

But, however, in my first build it was impossible to control the character in the air at all, and if you accelerate too fast, you won't be able to stop quickly, which was too uncontrollable even for me :)

Not bad. Art is nice, but gameplay is too easy for me

The second game in a row, which pleasantly surprised me

The game surprised me

Also, I noticed that the performance in the browser of the game is slightly worse

I just think that the problem may be either in your graphics card or in the export settings. It's just that I don't think the problem is in RAM, since during debugging my maximum value reached only 180Mb

Let me know the configuration of your PC. And also, how well does the Windows version work for you?

Perhaps I needed to make the particles that the character's light emits more readable (they can be used to understand the type of attack)... I wanted to ensure that there was no interface in the game at all and everything could be understood from the environment... But apparently I haven't done enough for that...

Download Windows version :)

I just wrote below why I had to disable the full screen :'(

I tried to get a pixel perfect effect in the browser, but I couldn't do it, so I had to prohibit scaling

Try to use first atack)

Well it is works and it is good :)

(1 edit)

It's works :)

Nice timekiller

Nice

It's works!!!

Are you turned on option with name

"SharedArrayBuffer support — (Experimental) This may break parts of the page or your project. Only enable if you know you need it."?

Because, Godot 4 HTML don't work without it... 

At least it definitely didn't work for me until I turned it on

(1 edit)

Hey, check 

"SharedArrayBuffer support — (Experimental) This may break parts of the page or your project. Only enable if you know you need it."

option in game page settings, it should be enable