You're awaiting a scene tree timer https://docs.godotengine.org/en/stable/classes/class_scenetree.html#class-scenet... ? If so, having the timer run with process_in_physics set to true should be enough then. Since the physics ticks are on a fixed time step.
someotherguy
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Feels like there needs some indication on what counts as the "shorter" path when the branches are the same length. Or maybe just having a VFX that runs through the current path, either highlighing the outside or having something move along the inside. It would help with understanding exactly what will happen without having to wait for the moment to happen.
Was also a little confused with skip, didn't realize it only skips the a directly adjacent node. Probably needs a level with just a single path that requires skipping a single node.
I think I had gossip pass to the same tile twice on the final level and it double counted the insider. Because I definitely messed up and forgot to pass the news along to the bottom right.
Would have been interesting to have each gossiper have it's own audio clip, so you end up with organized noise as the solution.
Weird that web build on firefox had to be full screen to work properly.
The drums represented by each circle was a nice touch.
Was kinda hard to tell the choices apart though. The colored dot is small and constantly moving, giving very little detail to make out the colors. On top of that the pink and purple are very similar.
Would be difficult to solve, but wish if the line formed any enclosed shape that the spell would activate. Basically not requiring the player to return to the exact same spot, but allowing any knot shape to work. It would just reduce the precision needed to cast a spell.
Nice work making shape size = spell power though.






