Man, I wonder if our past selves would be proud of who we are now?
By the way, is the cashier your voice? It's very nice.
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Man, I wonder if our past selves would be proud of who we are now?
By the way, is the cashier your voice? It's very nice.
it is my voice. thanks for watching.
I was expecting something really sweet and sincere and didn't check the upload date.
That shit talking was amazing, got a genuine laugh out of me.
Seeing her expression soften before going in for the kiss was really cute!
This game just oozes with personality, and controls quite nicely too! Timing your getup after a dive to maintain speed is satisfying, sort of like timing consecutive long jumps in a Mario game.
It is sometimes unclear where to go, and even with the drop shadow, depth perception can be an issue, but I was able to adjust and traverse rather confidently by the end of the demo. The changes in scenery, music and controls made each level a joy to run through.
I am curious as to how levels are made, are they constructed in Godot's 3D editor for collisions, and then have 2D tiles placed to match?
ever since i first started learning gamedev, i always had a disdain for the pre-packaged physics engine.
it seemed like such a waste of resources for just collisions, it made me spend around a year just learning how to do collisions myself, once i moved to godot i realized how easy it would be to make my self-made system 3d inside the 2d mode of the engine.
each collision cube is defined by 3 Vector2s, and each scene has a list of cubes in a script. i made an improvised level editor to place and stretch these cubes and copypaste them into the script, as well as a node that draws the cubes for me to place tiles over, it all runs on the 2d engine!!!
I finally beat this without a walkthrough! Some of the best puzzles I played in a while, every mechanic and character had ramifications you needed to consider, combine and use to their fullest.
I also adore the soundtrack, "Ladies and Gentlemen" was especially great background while studying a puzzle.
I love the presentation too, the little sounds and animations for moving around really tie it together.
I do have a minor gripe with the menus, although this could just be personal taste. In RPG Maker 'Z' is to select and 'X' goes back, so having it reversed felt weird. I did have an odd amount of fun holding back on the credits screen though. Going for as long as possible without returning to the main menu sounded like revving a motorbike.
Whoa, that's so great hear. It's cool that some people put in the time and effort to make walkthroughs, but I love that you went in without having the solutions spoiled. Thanks for the feedback. I should make swapping Z and X optional in an update.
Short and sweet, loved it. There are so many little touches that make this great.
With just a camera and a compass, navigation was an interesting challenge.
Photos getting distorted while turning due the camera's slow shutter speed was very impressive.
Really effective use of sound. The first few times I thumped into a wall; the sound was enough to scare me. I was attuned to every little thing I heard.
The way it started off was unnerving, and the reveal to what was wrong was awesome. In a completely static environment, seeing something move shocked me.
Once I was past the horror aspect of the game though, trying to finish was a little tedious. After the game was out of surprises, I spent a while wandering trying to find my way back to base, killing the mood a bit.
Y'know how real Roomba's build a digital map of their surroundings? Perhaps each photo could have added to a sparse 3d scan that you could see after a photo was taken. If you took a photo of something moving, you'd have a distorted image frozen in time until you took another photo in the same spot. Mapping out the house would be another sense of progress, besides cleaning debris, and would make the endgame swifter.
Don't let me backseat dev you too much though, this was a great concept and great execution.
Beat was great, and this nails a specific kind of robot voice that I love.
Hearing that that last "on" trying to keep going as it sputtered out makes my heart ache a little.
Thank you! The volume automation on the last "on" was actually a last-second decision haha, I'm glad it payed off :)
Wow, lovely colors! I thought this was a digital painting from the thumbnail!
Very much enhanced by those jeans.
Ahh she's so pretty!
Just procrastinating as per usual.
By the way go read Homestuck.
Alternia
Joined on 1/3/21