Thanks! I think the biggest issues are the jump mechanics. I couldn't fully figure out how Godot was adding the gravity onto the character, so I basically just had to eyeball the jumping speed until it roughly felt right. I think it has to do with me using a newer version of Godot. Most people I saw in tutorials talked about "change the gravity to 10!" while for me, it told me that gravity was jumping speed x delta. Maybe I shouldn't have used the base godot movment template?
Apart from the jumping, did anything else feel particularly janky? Was the increased speed too fast? Too slow? Did you feel like you needed to click too many times to get the blocks to disappear? It would be nice to know what particularly feels off so I can try fixing it.
ThatOneCaveInTheMountain
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Yeah, we are very new to this, so we overscoped a lot. We had no idea how much time it would take us to implement certain things. Still, we achieved a lot more than I was expecting us to! As you can see, we submitted seconds before closing. I couldn't for the life of me figure out how to upload a game onto itch. Thank you for playing it, and thanks for commenting! Kudos.
You’re right that in the current build, the fruit system isn’t very intuitive. I do apologize for that.
Originally, the idea was that fruits wouldn’t be auto-consumed, because we wanted players to try to strategize about when the best time to use a certain power-up would be, since there was going to be a timer that would start as soon as you consumed a fruit, rather than the effect lasting the whole level as it is now. This is also why, in the last level, there are two oranges (which makes no sense as things work now). However, by me putting the fruits right where you need to use them defeats the purpose of the fruits not being auto consumable.
We also planned to add short minigames between levels where you could earn extra fruits, so the number-key activation was meant to support storing and choosing power-ups rather than using them automatically. Since those systems didn’t make it into the final version, I agree that the current implementation feels more confusing than helpful.
In hindsight, auto-consumption or giving fruits at the start of the level would probably have communicated the mechanic more clearly. If you have any input on how to make the game more intuitive while maintaining the original features we wanted to implement, I would really love to hear them. I'm glad you enjoyed it, despite the messy platforming.

