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Trilomancer

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A member registered Feb 10, 2025

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Such a simple concept, but surprisingly difficult. Reads very well.

I've never looked at RichTextLabels before. I never knew what they did. Thank you!

Yeah, I definitely should have mentioned that in the description. I also should have made the dots a different color so it reads better. Thanks for the feedback!

It was late at night and I just wanted to go to bed. I'm not very familiar with making itch.io pages. I'll try to make the page more visually appealing next time I make an itch.io page. Thanks for the feedback!

Very fun. The dragging felt really nice and everything read very well. The art is all very good and the game as a whole is very well polished. I liked being able to push gems with other gems. It's such a small thing but it feels so good.

Cute and surprisingly stressful if you have really bad routing. Looking at your previous Trijam submissions, you're really good at polishing and making cute little characters. How did you get the "loading" text to float like that?

I like the art. The snapping rotation in particular caught my attention. It makes the game feel more like a Game Boy (although this is, of course, a triboy, not a Game Boy). The use of the split screen as a wall also caught my attention. Overall, I really like how the game feels.

Short and sweet. The art is all great, especially the colors. This is really good for a first Godot project (especially in under 3 hours)! I noticed a few things that you might want to fix in future Godot projects. When the player moved, there was a bit of jittering (only on some monitors). To fix that, you can go into the camera and change the "process callback" to "physics". If there are any drawbacks to that, I'm not aware of them. When you go full screen, the whole viewport gets kinda messed up. I'd recommend going into project settings > display > window and changing the stretch mode to "viewport". In the camera, you can set boundaries on how far it will move. When you die, you can still control the player (and/or camera). I'm sure there's a better way to do this, but I'd recommend detaching the camera from the player and just setting its global_position (this keeps position smoothing, so don't worry about that). After the camera bit, just queue_free() the player on death. Again, really good for a first project. I just wanted to share a bit of stuff I've learned that you might benefit from.

A fun little game with fun little enemies. The toaster got a good chuckle out of me. I liked how this was a sequel to a previous Trijam. There's a lot of attention to detail in this.

Really nice visuals and audio. How did you get the chromatic aberration to work? It doesn't look like it's just part of the sprite, but it looks great! I like how the paddles move. Its a pretty small thing but it adds a lot.