Acabei de Zerar o jogo de vocês, ficou muito divertido. Fiquei um pouco confuso sobre o que eu podia fazer em cada forma mas no final ficou bem massa. A ultima fase eu demorei um tempinho até conseguir pegar o ultimo orb laranja. Muito Bom
Yrk06
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Very cool concept, I really like this idea of making 2 levels (2 dimensions) that must work together to finish a puzzle, the puzzles were well designed and very nice to work through, 2 things that stood out to me though were: The music loop was a bit too short, so it repeated a lot during my gameplay, and sometimes you could “softlock” a puzzle if the box fell on the ground. Another nice touch that could be added are visual hints for where things are in the other dimension so you could line up better where you’d switch. Overall very good game, great job
So, the move and slide function has this signature:
move_and_slide_with_snap ( Vector2 linear_velocity, Vector2 snap, Vector2 up_direction=Vector2( 0, 0 ), bool stop_on_slope=false, int max_slides=4, float floor_max_angle=0.785398, bool infinite_inertia=true )
What you basically need to do is set the “stop_on_slope” to be equal true, the max angle is in radians and the default value is 45º. if it still messes up with the jump, I’d say you are better off making your own “is_on_floor” function using maybe another area2d and/or raycast2d (if you do use raycast2d remember that they are not enabled by default) to generate it, then you can tweak them to have the desired result (if you only want to enable jump if the floor is rotated less than some deegree). The area can detect if there is ground below the player and the raycast can detect the angle of the ground (the normal vector of the collision)
This game is very cool, from the concept to the level design itself, (honestly it could have been a little longer). I really like the graphical style it’s really cute, and I really like the mechanic design (one specific highlight for me was the level where you were trapped and could only bark). Are you thinking about working on this game post jam? I feel like it has a lot of potential. My only criticism is that the sound was too loud and there was no volume slider to control it
This game is very simple (in a good way) and very good, easy to pick up and play. the only complaints I have are with angled platforms, sometimes you cannot jump when the floor is at an angle and the character constantly slides (even if the rotation is minimal). Another thing that took me some getting used to were the jumps, but I couldn’t tell why it felt different to other jump mechanics
The sound was not stealing the show but was enough to give an ambience taht complemented the game. Great Job
Very cool game, also nice choice for the 0x72 assets (I used it too in my game so instantly recognized it). The gameplay was very cool and the combat felt satisfying. I got 11 rooms before dying. The “custom” spells were very cool too (the purple one that orbits the character was my favorite one). The only critiscim I have is that some of the music transitions were a bit too sudden, but overall great game. Great Job
First of all, I really liked the idea of upgrades applying to enemies too, I don’t recall ever seeing a game that has this mechanic. I found the game pace to be a bit slower than expected, I thought the game would get more chaotic early on. One thing I found lacking tho was music, I believe music plays a great part in making the arena feel more alive. But overall Great Job!
The game is very cool and I had fun playing it. At first I didn’t know where would the chaos would come from but the first tables taught me otherwise, I tried cheating in the first part by riding a table all the way to the inverted gravity section and it almost worked. Also I found the lighting to be gorgeous during the level. Great job
Hello, just a question, when importing this assets in Unreal, the materials seems brighter than in the pictures, is this normal or is there a configuration I'm missing? (this also happens in the Modular temple and in the Modular Terrain for me)
I checked the .mtl file and the Kd matches with the RGB in the Unreal Materials
here's a picture for comparison
Thanks in Advance