@spaint Thanks for taking the time to give it another try, even after the initial frustrations! Agreed on level design, lack of mechanics, polish, etc.. I spent like 70% of my time figuring out how to make an active ragdoll.. much harder than I thought it would be, so the rest ended up rushed (need to learn to better schedule my time and scope, as always, from LD events ;) -- again, my thanks for your help, and feedback from the playthrough.
@yngvarr Yeah, I went in a very odd direction with this game.. I was disturbed too. Agreed on the checkpoints, I worried they may be considered dangerous.. first iteration of them was kind of like a dark souls bonfire.. with more red, and I thought 'this looks way too dangerous', and tweaked the particles/colors.. but not enough obviously, and with it lacking polish and tutorial, etc.. definitely need to better present to my audience mechanics- Yes, color/look/post processing needs work too, I tried to change the game to the Universal Render Pipeline so I can better work with lighting in the 2D space, and match things up, but failed- didn't have enough time to make it happen for the deadline, and reverted back to the basics. -- Appreciate you playing and the honest feedback, all great tips to take into account in my work!
@enderr42 Appreciate you playing- I'll post the animation info on Discord for you, it's a weird hacky combination of a skeleton rig with physics, a few basic animation timelines, and 'balancing' scripts on various bones to keep them 'upright', but various triggers in the level to disable the balance scripts for full on ragdoll..