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Ratamata

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A member registered 18 days ago · View creator page →

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(1 edit)

Beautiful game, I've read some comments so I'm not saying anything new but the movement direction not matching the camera perspective made it, at least for me, kinda frustrating to play, I had to constantly stop and think, where is my "W" going to move me to.
It's amazing that you made your own engine, props for that, but being locked to webgpu which is still kind of a WIP locks a lot of people who don't know what's the problem out of playing it cos they probably wont download it, since I don't really even understand how you make an engine I'm guessing using another renderer is quite difficult, but if you managed to get it working on web with a default browser installation (so the average joe can play it) would get you a lot more plays I think.

Overall, really liked your game, the aesthetic is top tier !

Loved your theme implementation, I believe its one of the best of what we've played this game jam, The one flaw I could take of the game is that it kind of lacks game feel you know? There not being sound and when you tank a shot the only indicator is that you modulate red, id love to see some screen-shakes, or something like that, that being said, for a 2 day jam, I'm impressed.

(1 edit)

Thank you!, We had no time to finish the boss so its quite bugged, but in theory you can parry his missile and every 2 parries hell tp back, or you can also get hit by it and it shouldnt damage your field, lastly the boss should tp back when he gets to your plants, put it doesnt work haha :/ its kinda fixed in the itch.io page web version.
Edit: To be clear the parry mechanic and tp mechanic when 2 hit works, its just the other 2 that didnt lmao (though the parry is kinda scuffed cos if u are too close the missile collider doesnt come out of draculas collider so if you parry it it technically never entered and the method doesnt get called )

When doing text you want to use godot's visible_characters property for labels, since putting char per char will make the words jump around because of godots auto wrap, though I could be wrong lol.
Try to make a fastforward for dialogue also, some people read faster than what you planned and it can make the dialogue more of a loading screen for gameplay.
Hope that helps :)