When I finish the game (by standing on top of the king) and killing the game, the quote comes on (which is great) but all the sound effects are still enabled and no further feedback is given for whether I did in fact beat the game. You can try setting set_process(false) or something to toggle this easily!
The text at the start was genuinely funny but the typos were a shame. I love silly games :). Also I'm not sure how the theme was intended to fit?
The time rewind was really cool! Would it also work for enemies or is that currently not implemented?
x1212
2017-12-10 08:16
Very interesting! The mechanics work pretty well, only walljumping sometimes doesn't feel right. It is really hard to find the theme in there ... I guess the world getting more and more purple, the more you rewind time was meant to be things getting worse the more time you get? Other than that good job!
Hey @elmeri and @siqn, don't give up on getting ratings, make some posts, give a lot of ratings yourself, etc. I've always regretted my unscored games.
elmeri
2017-12-12 00:25
Hey @willowblade! Hey @x1212! Thanks for the feedback! Really sorry I had not found the time to answer before.
Thanks for the tip @willowblade! It was the first time I use Godot :), it sure have been easy to toggle those bad equalize sound effects though, but I finish the game just in time ^^, same for the default typo, such a shame...
The theme thing should have been the more you use the time rewind power, the more the world get scary and dangerous, and the more the end king is different from the start. But the thing around the topic was not implemented except for the screen shader that get the world wavy and purple... You guessed righ @x1212 :)
The time rewind thing should work on enemies too! But I feared of some memory overconsumption or leak due to too much data to store. I'll post the source code as soon as I have learnt how to properly share a code with free/libre licence and with proper credits.
@x1212 For the wall jump, you have to keep the direction toward the wall because I want to be sure that the collision is ok, I didn't use raycast because I didn't got the time to check how to do it in Godot, I should have!