That was fun, I liked how bouncy I was especially when bouncing between a bunch of crystals.
East4
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This was a unique little adventure, and I love the capybara protagonist and the surrealism of the world. Some audio would add immensely to the world's feel. The 1984 Animal Farm area was super creative, and I laughed at some of the bizarre comedic elements (like the excessively specific legend, the long ponder about the help sign, and the pig's eating animation).
It felt a bit long, especially since I felt like I only got to make a few infrequent choices, and it was unclear why my choices affected the ending at all. Also there's a section where I accidentally left the map through the forests in the northeast area. This would be really cool with some more gameplay mechanics and some clarity on how the ending works.
Overall nice work!
Thanks for the feedback! I'm glad you enjoyed it. If you're interested in playing again without lag, they let me reupload the Windows build as a bug fix, which shouldn't have the same issues the browser version. The boss fight is on level 6 by the way.
Regarding the minimap, your position should appear as a cyan dot, but I might've made it too small. Additionally, I probably should've explained this in the tutorial, but the gun automatically begins reloads whenever you don't shoot it for 4 seconds, even if it isn't empty. The different difficulty curves are a little strange, but the jump from normal to hard is probably a fair bit bigger than the jump from easy to normal.
I can't seem to find the exact tutorials I used to get the shadows working, but it was a lot easier than I expected:
- Use a Light2D node with a grayscale texture and shadows enabled (they are disabled by default). Then in my tilemap I set the occlusion of wall tiles to be a rectangular shape. If you want shadows on nodes that aren't tilemaps, give them LightOccluder2D child.
- Use a CanvasModulate to set the default color of anything not touched by light. I used fully black, which perfectly balanced the white light emitted from the player.
- For different colored lights, you can change the color property on the Light2D node (this is how I got blue lighting in the boss fight using the same grayscale texture as on the player).
Note that I used Godot 3.5 for this, but I think it's a pretty similar process in Godot 4 if not more streamlined. Also, it's important to have a background that isn't just the environment background, because light has to be cast onto nodes (I just used gray floor tiles that had no collision nor occlusion shapes).
Ah yeah I'm sorry, that seems to be a common (and upsettingly game-breaking) bug with the browser version unfortunately. I'm not entirely sure what Godot did to the code when exporting to browser, but their spawn point is supposed to be at least 5000 pixels to the right of where the ship is currently.
Thank you, I'm glad you liked the idea! That's the first non-rectangle character I've ever made for a game haha.
I didn't plan the dimensions of everything very well ahead of time, and unfortunately the outlets had to be this small to prevent weird bugs from occurring when you collide with multiple of them. I will definitely be tweaking this in the post jam version.
Wow! That was spectacular. I loved the gameplay and the premise, and it was very polished both visually and aurally. Very, very well done -- this is one of my favorites so far!
My only suggestion is to make the objective a bit more clear. I initially thought it was going to be level based, but then it didn't seem to be (or I just didn't know how to exit/finish the level).