This is such a fun game! It was a bit difficult to tell where the "right" spot to get the cup was, I smashed about 10 cups of coffee on the table before realizing the customer would take it when it was right lol. But once I got the hang of it this was a blast - the concept is great and the execution is really good, the art style, audio, and overall design all feel really cohesive!
tinkkles
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This is a really fun concept and I love the clicker/management sim combo! The art and the bird puns were great, and the gameplay was fun at its heart but I agree it could use a balancing pass - I had way too many wingmen just hanging around doing nothing because the cops were always breathing down my neck 😆. And "Al Pigeone" is just a 10/10 name lol
This is so fun! The humans/wolves added just the right level of strategy and it was super fun to play through. I could see this being fleshed out into a really addictive puzzle game! I experienced a couple of bugs with the tutorial getting stuck after restarting and wolves not getting destroyed when they got surrounded, but overall I had a blast!
Had a great time with this one! I love the art and music and how fully fleshed out it is with things like cutscenes and extensive menu options, and the story/world were really well developed and compelling for such a short timeframe!The controls felt a little awkward at times, but the rooms were laid out in a way that it wasn't ever frustrating
Thank you! I'm so glad you enjoyed the movement, it's a little complicated 😅. Basic overview is:
- Head rotates toward mouse position
- player position turns toward head's rotation while moving
- current speed is determined based on input and current bear size - larger size makes player accelerate slower and makes speed degrade slower when the player releases the arrow key (to make the bear seem really heavy when it gets bigger)
- use godot physics to update the player position based on velocity
- Player position then updates a "chain" of 4 body positions: neck -> front body -> middle body -> back body. The neck is where the player node's position is, and then the other 3 are clamped a set distance from the point in front of it each frame. This video explains it pretty well!
- Legs are also procedurally animated, basically they know where they'd be if they'd just taken a step, and if they're too far away from that position they lerp towards it each frame
- Bear mesh is re-made each frame by updating the points on a Polygon2D based on the body, leg, and head positions and a bunch of const offsets from those points!
I just added the project to my github if you want to take a look at the script!


