Awesome entry!
Im usually not patient enough for movement like this, but the level layout and the challenge kept me coming back!
So glad ya liked it!
I will do stg about the spring arm, probably, would you please elaborate what is missing there? Is it too close?
I think I will have the hard to read problem solved by lunch, at least i hope so. Already on the audio part, tho now its a bit of an ear torture lol, will tinker with it more, but it is a solid tip.
WOW, thanks for the in-depth feedback!
The ground boost not costing energy is intentional, i did not want to "punish" the players for skidding around.
Yeah i get the momentum killing vibes of the attacks, tinkering with a way to kinda make you semi-orbit the enemies you are attacking, since i dont want to just slide the players past the point of the attack.
I also get the dislike of the exploding enemies, i was planning on enemies you can go ham on, but time constraints. I might add 'em now tho, but then i would probably make getting to them a part of the challenge. Right now i was aiming more at a"float like a butterfly, sting like a bee" approach. A make sure your attack counts kind of deal. But i can see that it can be improved upon.
I wholeheartedly welcome critical thoughts, they show that my little jam entry got a reaction strong enough outta people, so thanks for that.
You mean marble garden zone? Yeah that one mechanic may have left too much of an impression on me. Sure as hell did not have that in mind while scripting, but seems i always have it in my soul. lol
I kinda got a vision for the whole of it all, so i will do my best the bring out the best from this project moving forward!
Once again thanks for the feedback!
Thx for the feedback, glad ya liked it!
Will def check it out!
When I see that people found the dragon not that hard, I get mixed feelings. I am glad for once because that means enough time was given to the players to get accostumed to the controls. On the other hand, my poor lizard baby is gettin bullieeeeed.
Thanks for the review!
The attacks have enough range that you dont have to get close to them, so you would never have to sorry about the blasts. Also your momentum should keep you going even whole attacking.
Nevertheless I shoulda at least added a crossair to indicate wether one is in range or not.
Edit: and you got me with the respawn point! Shoulda added one!
Glad you liked it! Im planning more tracks for it sometime in the future, but I plan their length similalry, maybee 1,5 times bigger, still testing that.
I sorta implemented AI, but nothing fancy.
Just gave chekpoints for the npc's rigidbody, then set it's normalized vector's endpoint to them one after the other. Tried navmesh but that wouldnt work for some reason.
Edit: wish i could take credit for the music too, but its a non copyright track, left the links to all used sfx's and music in the game's description, check 'em out sometime, maybe they got more in store that can catch your fancy.
Cutest clicker I've played in the last 5 years!
The art is simply adorable.
Maybe the held vacuum move of the cloud coulda used a timer or some kinda animation, to notify the player of its cooldown state.
I would also sprinkle some EVIIIIIL souls here and there that would hurt the cloud or the souls around it. Having to either smite or avoid 'em.