FoonLudum Dare ExplorerUsers → Timidger

Timidger

Games

YearLDThemeGameDivisionRankOvFuInThHuMo
202455SummoningWitch's Wrathjam8243.363.633.033.823.303.23

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Humor vs Overall

Mood vs Overall

Comments by Timidger

LD55 — Summoning

Happy Little Demons by zirconcode 2024-04-22T20:46:31Z

I was confused for a very long time about the controls. I thought that there was something wrong because it said "listen" but I heard no sound. I read the instructions above on how to connect them and it wasn't clear I had to do it in the circle.

Once I got it I breezed right through. Not sure if I just got lucky or if the puzzles are actually quite easy. Wished it expanded a bit more with complexity. E.g. wish you couldn't cross the lines and you had to arrange them in particular way. Or expand on the one where there was a pentagram and you have to contort them into shapes -- e.g. there's an example shape which you need to make and you need to determine which demon goes at which vertex.

Clone fest by Tori 2024-04-22T20:13:43Z

I burst out laughing when I saw the wizard. He looked amazing. Graphics all around are great (as others have already said).

I played for quite a while, got stuck by all my clones as other said. Wish there was a way to reset to a checkpoint but clear out the clones.

Despite the simple mechanics I found it challenging. The third level where you get chased by the pointy clone versions are where I got stuck. It became frustrating trying to double jump off those curved platforms over the spikes -- this game could really benefit from a coyote jump!

The chase level was also a little monotonous because I found I had to press "r" to restart the whole level as otherwise the placement of enemies could leave me stuck. Would have preferred the game do that for me!

I cute game with a few gameplay quirks.

Where is my hat, dudes? by Sobigdrasil 2024-04-15T06:54:43Z

Alt is not a great keybinding for a game in the webbrowser, though going fullscreen made Windows/Firefox stop yelling at me.

Great art style! Love the vibe and the audio while minimal did a good job to set the mood.

I took a while to understand the controls and I gotta say even after I figured them out I do not like them. I usually don't mind "floaty" movement (e.g. I like the jumping in Ultimate Chicken Horse) but it never felt right here. Or maybe I'm just salty the AI opponent swooped and stole the hat from under me >:(.

Eye for Mischief by Vyolfers 2024-04-17T05:38:17Z

Wow the main menu is so cute and interactive! Love the paw touching where your mouse clicks.

Even though I read the instructions twice I was a little confused when I ate the Salmon. Since it's also food I thought that I got health but I did notice the eyes were different. I see in the instructions that the cat's eyes are the same color, but when I saw that image what stood out to me was that his cat maw was wide open. Love that style, I can get behind a wizard cat devouring his other pets. But I was trained to expect to see that imagery when I was able to kill the enemies -- I never saw the cat's mouth open so it took me a while for it to click.

Love the slight delay where the countdown hits 0 but the wizard still has to summon. This gives the player a little bit of breathing room and leads to them feeling they "just got there" in the nick of time.

Another nit that may be just me -- the noise the cat makes when you hit the wizard sounds like he's taking damage. Combine this with the wizard progress bar on the right shaking and going down and my brain jumps to "oh that was my health". Something sort of calming like a purr (which is probably a LOT harder to get right in the sound) maybe would have not made me associated it like that?

Really nailed the cat aesthetic, from the enemies (love the laser pointer) to the menu option uwu style words.

The gameplay works as a cute little jam game and I think you had just the right amount of mechanics (the only nit for mechanics was confusion on when I could kill). Thinking about it as a fully fledged game there's a tension between making it more of a puzzler with defined levels vs this sort of arcady style. Not sure where the best direction is. Dunno if you plan to take this further, but it's a great game!

Summoning for Dummies by Cievers 2024-04-19T20:35:21Z

This one was able to hold my attention for a while! Ended up playing three session (unfortunately two ended due to bugs and one was because I lost).

I wish it would tell me the deck size. I guess at some point the cards reshuffle into the deck but it's not clear to me when. Showing the deck size is the minimum needed for a player to be able to strategize about whether they should use what's in their hand or gamble for a better card. Without knowing when the reshuffle happens it's just a card draw without enough knowledge to know what I could possibly be getting.

The frog effect's description was vague to me. I thought he stuck around and would leap after he attacked, but it looks like he always attacked the second enemy in the line? I like the effect, the description just wasn't clear to me.

Similar nit with the lightning -- I thought it definitely struck an enemy just not necessarily the front one. Instead it's like the boulders falling from the sky. If they have similar effects they should have similar wording.

Final nit: I hit escape after I hit the first game ending bug since I was playing around trying to fix it. This closed the game and I lost the progress (which was probably lost anyways). Would have appreciate a pause menu.

The art and sound effects, though fairly simple, were great. They communicated well what was going on even with the limited color pallet. I was able to quickly scan the card upgrades and choose what I want as the icons were distinct. This was something I missed in my own game and I wish I had had time to give distinct images to my upgrade screen. So good job there.

I found a small visual bug where cards would overlay. To reproduce: Play a card. Before the action completes, click and hold another card while the game draws the next one. The cards then overlap. Fixes itself when I move one of the cards. It happened a few times even when I kept this in mind so there may be other cases where it's triggered, or I just wasn't paying attention.

Can falling rock not do damage multiple times? I would prefer if it did -- I had enemies grouped up and I was hoping I could use it to barely escape by hitting multiple of them at once during my much less successful second run. A boulder fell on a group stacked together and it wasn't clear which if any of them were hurt.

On my final game I ran into the same bug as my first game where I couldn't play cards. I don't have a reproduce strategy but I can explain the final state I was in. I could move the cards up and they'll snap back to the hand but if I move it above the grass line then they won't play -- they'll just remain on my cursor until I bring it back below the grass line (and then it will snap back into my hand).

I really enjoyed the gameplay for this one!

Footlong Flight by YellowKamel 2024-04-16T06:49:37Z

Really fun gameplay. Very difficult too, but proud to say I won the first time around. Second time I used a controller which felt a fair bit better. Felt very arcady in a good way. Love the way the background zoomed around with the fly as he moved. Really felt like a sense of being stuck in this tiny room with a mad man hell bent on his sandwich.

Great all around honestly, my biggest issue honestly was that the music didn't quite fit towards the end. I felt like my little fly was fighting for his life after being battered around and I was only just making it out by the skin of my weird little fly teeth -- but the music wasn't growing the match the tension/excitement. The visuals and gameplay were each doing their part. Considering you're being ranked on the audio which I assume you made though I don't think this is that big of a deal -- especially since I didn't use my audio for my game!

Again, great gameplay. Some more few nits that came up: * Why is there a laser pointer? I feel like I'm controlling the fly and all the lore is about the fly buzzing around of his own volition -- to avoid the debrie. * Upgrade that I think increases max health doesn't make the bar bigger. The number may be going up but as a player I don't feel like it went up.

SaaS :: Summoning as a Service by HolySparks 2024-04-16T06:32:19Z

Loved the art, first thing that stood out for me. Despite the fact that the demon manager is drawn differently it didn't feel like it clashed at all -- and his artwork is _really_ good. I admit I didn't notice the distinction I think you were trying to draw to a certain well known billionaire until the end which made it all the funnier when I finally noticed on the last page..

The gameplay itself was a little frustrating, but I think that was the point. I still am not sure if chickens stay put if corn is nearby, the little buggers wouldn't stay still...

I found the manager annoying when he popped up when I was trying to use my phone, but I think that was the point. However, his constant interruptions with the same quip I already saw meant that at the end he just became visual noise I ignored. Having him appear less would have made it more novel when he did pop in to tell me how much bigger his yacht will be after I complete this summoning. Being annoyed by him is a fun feeling, but feeling annoyed that he's clogging up the screen with the same quip feels like a different, less fun kind of annoying.

Also another nit re: manager calling - the chat bubble went away too fast. I didn't have time to fully digest what he said especially since I was suddenly interrupted while doing another task. Need to give more time to read the text.

Overall I enjoyed humor even if the gameplay wasn't too wild (felt like the only real innovation was the last level with the mandrake thing which felt like it came quite late in the game)

Summoning the Demonning by GroseilleDodue 2024-04-17T06:29:22Z

Accidentally threw out my soup because I forgot what the instructions were having me do. I tried to feed the thing in the cage the soup but I got a goat for my troubles. Oops!

Visual bug - frog got stuck in my hand. Not a big deal. Was able to have to reproduce it consistently -- click to pick up Object A, then while you're little person is going for it click on object B. "Both" will be picked up, but Object B is actually item in hand. Object A sticks around. Was able to have a little goat friend in my hand the entire time which was unintentionally fun.

I want another cauldron! It's not that I get bored waiting for it to brew (it's fast enough) but I want to get through these recipes faster to get my score higher!

Ghosts are the lives at the top? Wasn't clear to me.

Art is really good.

Given that there's a score counter seems like the draw is that you try to get the highest score. But the score went up pretty slowly for my effort and the leeway was very big and didn't scale up with time. I think it would have held my interest longer if there was a way to "buy" or at least just unlock more cauldrons so I could brew multiple at once.

Looking at other reviews I didn't notice any input bugs, played in fullscreen (on Chrome) and everything look clear. Only bug was that visual one I mentioned earlier.

Cutie Oh! by kirsybuu 2024-04-18T06:19:32Z

Nice Yu-Gi-Oh/Little Kuriboh references in the game description. Sorta was hoping to see that in the game itself but niche/trademarked references are both good things to avoid.

Understood the instructions, but the "confirm move" button was too small to see. Didn't have any contrast and was at bottom of the screen. A popup in the middle of the screen would have been clearer.

It needs a ledger or log to record events at minimum. When it was the enemy's turn it wasn't clear what happened -- suddenly one of my guys was gone. I guess he attacked it and I could infer that, but that doesn't scale as the game gets more complicated. Even just a simple "Bar attacked Foo" message briefly appearing would have worked.

The multi cameras are a cute gimic. If it's just a way to play with the multi perspective tech then great usage! I will say I only really used my "first person" view. If there were more animations switching to the enemy's point of view may have been interesting?

I'm honestly a fan of the art style of the characters. Reminds me a little of some of the art in "Gemusetto Machu Picchu"

Resisting Summons by Noobman64 2024-04-18T06:05:37Z

I like the art and description of the enemies. In a way we kind of are a cult!

The game play was far too simple to be interesting, but if programming is not your forte then I think you should lean into the narrative as much as you can. The story here was very simple and there was grammar and spelling mistakes. If you have the time you should either proof read or have someone else read it for you to catch those kinds of mistakes.

The music was a little annoying, but I was able to actually have it on during the game just at a much lower volume. Make sure when you test your game you max out your PC's volume since that's probably how most people have it configured by default.

I'm not sure why you allow us to skip levels. Maybe to have more narrative (I only played through it once), but you should never explicitly tell the player to skip content. Sometimes when we play games it's to get good enough so that you can "skip content". But you never want to reveal that to the player because it's a little lie they tell themselves. The moment you present a player the option to skip the content they'll question if the content is worth it if the game itself doesn't want you to play it. Then they'll probably just close the game and go play something else.

Congrats on getting a working game with Unity! It's a pretty complex engine. I suggest you either work on improving your programming skills so you can implement some more in depth gameplay or use an engine like RPGMaker so you can focus on crafting a great story.

Call of the Woof by Beeb GameCodeCompany 2024-04-16T02:47:53Z

Wow what a great opening. But I think the first level is bugged as I can't progress :(

Going to come back to this in case the bugs are fixed because I really like the premise

Call of the Woof by Beeb GameCodeCompany 2024-04-16T06:16:14Z

Hm, tried it again and I still can't get past the first area. I searched what I thought was the right bush and the farmer looked happy. However I can't progress because the wolf is guarding above and I don't have a dog.

Call of the Woof by Beeb GameCodeCompany 2024-04-16T22:01:27Z

Been typically using Chrome because most games seem to not work well in Firefox which is a shame :(. When I get home I'll double check if I'm on the latest Chrome. I'll also give Firefox a while. All this is on Windows 10.

I feel like web exports are such a mixed bag :\. I'm going to need to invest in setting up a VM for home so I can safely run executables.

Call of the Woof by Beeb GameCodeCompany 2024-04-19T01:30:26Z

Sorry it took so long to get back to this. Just tried again today and it finally all worked for me! Cute game. Loved the artwork and the sound design was excellent.

Summoning Survivor by Bowen 2024-04-16T03:05:18Z

My game was also inspired by Vampire Survivors! Glad our names didn't end up conflicting because I nearly used yours.

Read through the instructions before playing but wasn't super clear by what guts were or how W/D controlled the camera. Once I played I realised it's actually quite hard to explain.

I was a little overwhelmed once I got going, mostly because of two reasons: 1) When I moved the documents I accidentally spawned dudes. Which helped me not lose, but was distracting and confusing. 2) The documents totally covered my view, even once I did my second playthrough when I knew what I was doing it took up so much space. I wonder if a little area for the documents out of the way like Paper's Please would have made it cleaner?

The different mechanics for summoning was cool. I liked seeing the documents, knowing I had to do inputs in some way but it not working, then getting the "aha" moment when I saw in the rules what I had to do.

I missed how to turn the docs. I figured it out, but having an indicator that you can click the corners would be useful.

I tried to connect my microphone but unfortunately it didn't work. I really wanted to summon that meteor! Maybe I missed in the description but I didn't realise I needed a microphone. Maybe you could have an alternative input for those that don't have one?

Literally me by TPace 2024-04-19T02:10:11Z

Wow, incredibly cool and trippy landscape. Evocative of antichamber, but instead of bending space it feels like 2d has invaded 3d.

Was rather disorientating. The instructions were a lot at once and I would have liked to been able to refer to them during the game perhaps in the pause menu.

I didn't really "get" creating my own poems. I have no idea how powerful you made it, like if it's possible to create all of the objects in the game with the tools you give us. If so that's very cool and I could see this being a very neat creativity toy for someone who's more talented than I to play around in.

Some music of some kind could have added to the atmosphere.

I would LOVE to see this as a walking simulation with a story. Maybe some connecting through line for the poems?

Fausto by PabloAbraham 2024-04-22T20:34:31Z

Very cool atmosphere, felt like the graphics, audio design, and mood were lifted straight out of a fully finished game.

The gameplay on the board was quite boring. I read the instructions you posted so I believe I understood it. It never felt like I was in danger (my sanity seemed to drop once and then never again?). Partly this might be because I ran into the bug where one of my attack dies disappeared. I also only got one mystic die, never the other two, so the gameplay was artificially slowed down a bit.

The "horror" of being in the room was also greatly diminished because of the long play time -- a room is much less scary if every time you make a trickle of progress you look up and keeping seeing the same empty room.

I think with some bug and pacing fixes this could be a cool moody game.

Reverse Rituals by freakyzelga 2024-04-15T06:44:46Z

Game cuts off the top of the score for me :(. Was able to scroll down and find the full screen option though which worked!

Real simple concept but the art is nice. Wish there was some audio.

Wasn't clear to me I had to get all the upgrades to finally summon the human but that's all good.

Having a simple restart button would have made it more enticing to replay.

Oh, and I got "Baby Belle" - "She'd pop up if someone mentions pickles and ice cream". O_o.

Imp Master by Owtuvammo 2024-04-15T05:46:23Z

Others have already pointed out the controls are confusing. I like the idea of showing how to call the imp by having you be stuck until you do, but I did it on impulse when I saw the instructions but didn't understand what it is I did. I had to restart to understand.

I also ran into a bug on the first level -- it seems my imp got stuck in the wall? I finally got him out but he wouldn't come. See picture.

Another bug - the number of imps was way on the right side of my screen but said "# of imps you can summon ->". Need to anchor that counter to the text.

But once I got through the first level I was amazed at how much you built and how good the levels are. Thoughts:

Level 2: * Really like the introduction of mirrors. Only thing not obvious was how to rotate I think because the placement of that text was off.

Level 3: * Loved the new mechanic and how it fit with the dragons. Ended up over thinking it and taking more time to solve it than I needed.

bug.png

NECRO RUSH by helviett 2024-04-19T04:27:59Z

Oooo a game very similar to mine! But with original graphics! And sound! And less bugs! (And like 5x the people and experience probably)

Was fun to play, although I agree with others that the moment to moment gameplay wasn't crazy engaging. Maybe steal some ideas from my game and allow you to revive corpses (maybe with less health and damage output since you're "recycling" them?). I like just having to touch the gravestones...maybe I'll see what my game feels like slimming it down with that feature.

Witch's Wrath by Timidger 2024-04-16T00:49:55Z

Updated a new version that should "fix" the freezes some people have experienced!

The fix means the game has to end early.

If you want to play it *forever*, then download the windows exe!

Witch's Wrath by Timidger 2024-04-17T15:46:20Z

@axodo @andruid I definitely wanted to add more assets to the world! I didn't do any changes at all on the final day between going back to my day job and trying to fix that annoying web bug (I no longer have time to work on it -- maybe after the jam I can really dig in to find the problem). I didn't know you can submit bug fixes after the jam ends -- though in retrospect I guess that makes sense. If I knew that I would have definitely tried to add a village + some trees which was my original intention.

@cievers @bowen I didn't optimize at all and I'm impressed it runs as well as it does (at least the desktop version). There's some low hanging fruit that for sure can be fixed after the jam.

@skullpaca From early playtests with friends they found it too hard! I was worried that trying to make the late game more interesting would be a waste of time if everyone is stuck on the initial part. I unfortunately didn't sit down and watch anyone play and only had to go on their word. Next time I want to do some more in depth play testing so I can iron these issues out. Nice idea using the number keys to choose the level up traits!

@gamenogg Not knowing what to do is a common theme I'm noticing with other jam games I play :). It's hard to teach players how to play your game, especially when it's made in ~48-72 hours! I actually played someone else's game which did a poor job of teaching you before my game was released and that inspired me to add the instructions to the pause screen. I don't think I did the best job conveying the box around the grave and person. For one thing the person isn't dead in the instructional graphic! Ooops! The white box around the player indicating summoning also isn't clearly denoted so people probably didn't associate the box I drew around them in the instructions with it. If I had more time I would have made it so nothing spawned until you rose your first dead from the grave.

@thiago-neumann @zablas @framboisedodue @ooboob Thanks to you all and everyone else for the reviews!

Plaguebringers by zablas 2024-04-19T01:49:26Z

Wow that's a lot of bloom. I'm generally not a fan of it and the lighting seemed over done if that makes sense?

At one point the rats bowled over the medic (I was maybe a little over-zealous in eradicating them) which caused them to ragdoll. Very funny!

Not a fan of the font. Hard to read numbers and percent signs ("%" looks like "70")

Potion Cooker by GeoStarGames 2024-04-16T07:19:12Z

That was a lot of text to read at the beginning. Maybe I'm just tired but my eyes began to glaze over trying to absorb it. I eventually decided to wing it to give the game a chance. The tank controls were very surprising, in a not good way. I eventually figured it out and it was fine to control just not expected.

By far the worst thing about the game was the music. It got very annoying, _very_ quickly. No sound controls either so I just muted my computer.

I really like how varied the world is. After I explored the wooded area it was nice to cross the river and find a much more varied landscape. It made me want to keep exploring to see what I would pick up.

The limited inventory was not great. I wanted to experiment with the potions, since that's what the game seems to be about. However, with only enough to store for a single potion per trip I didn't have time nor energy to experiment. Having a bigger, but still limited, inventory would have helped.

I'm not sure why I got to name the potions. That was featured prominently in the instructions, so I thought that it would help me in some way. Like I could say mark the one that gave me a tough mushroom with like "strong boi" or "spiky bugger" for the high damage ones. But it prompts me the name before I learn the stats -- I only learn once I drop the potion on the mother mushroom.

The time limit was too long. It did let me explore the whole world (and find there's no collision on the world borders so I can just walk into the void). By the end I just waited for the bugs to attack.

When the bugs attacked it was anti-climatic and the mushrooms didn't seem to be doing anything to them. They just sorta sat there... like mushrooms. Slowly being eaten by bugs. Then they were gone and the mother mushroom got eaten and I died.

I usually play a game twice to give it a chance, but it was too long, too boring, and the music was the final straw that made me not try it again to see if I missed something with defending the mother mushroom :(.

Potion Cooker by GeoStarGames 2024-04-16T15:26:00Z

Your game is not garbage! If it was I would not take the time to comment on it. I think there was a cool vision somewhere in there that was hard to see.

I've never done 3D game programming so even just the simple shapes you have are impressive to me -- I have no idea where to start with any of that. And as I noted in my original review I like the biomes. I found them interesting and I did want to explore the world.

Congratulations on finishing it by the deadline. Being open to feedback you can use to improve the product is a great skill to hone.

Endless Engagement by OobOob 2024-04-17T06:08:51Z

Read the instructions but started skimming towards the end. I don't think the instructions were poorly written, I think that there's just a lot of information to convey. I understood that I'm spawning units and controlling them to attack the enemy donut while defending my own.

First playthrough notes: I started out summoning some warriors in the node in front of my donut. The controls clicked very quickly -- I right clicked to set a rally point and sent my warriors to attack. Ahah, take that evil blue donut minions! This bold strategy did not pan out unfortunately as the enemy opted to build defenders in front of their main donut -- a strategy I learned to adopt in my second playthrough.

Once there were more than one of my unit type on the field I started to get very confused about the rally points. I understood that clicking sent my units forward but (and maybe this was because I just played an RTS before trying your game) I didn't know how to direct a certain group of units to a location. Is the rally point global, like all units go there? Is there some way to select groups of them that I missed? Was the rally point local to the current selected node? (After playing three times I understand now it's this last one)

Second playthrough notes: * Started out with what turned out to be the opening strategy of the AI -- build defenders, then workers to capture the first mana node. I then made warriors to attempt to control he middle. I usually play pretty aggressive in RTS's.

This strategy fell apart when I tried to move my workers to capture the other mana node near my donut. It was made clear to me they need to stay near the node in order to capture it, so I lost the node they had previously captured. This awkward long path was taken advantage of by the enemy and I started to be overwhelmed. Resigned this game gracefully as I knew I was hosed, but now I had a better idea of how to proceed.

Second go around I figured out that clicking on a node you can right click to set a rally point. I think this wasn't clear, even though this is a pretty obvious mechanic in hindsight, because it was the missing usual indicators. Having the selected node + rally point be a different color would have made it more obvious. Having a dashed line point the rally point, though adding visual noise to an otherwise nicely minimalistc art style, would have also made it obvious it's only for that node.

Not sure how I feel about the waiting around at the beginning with the defenders. Maybe the game should start with the node in front of the donut as defenders? I can't imagine NOT wanting defenders right in front of my donut. Lets me make more interesting decisions earlier on -- though maybe that messes with the balancing. It would also protect against bone headed moves like my first game where I made warriors instead of defenders.

Found what I think is a bug. I was touching my scroll wheel and it was counting as right clicking! So I kept accidentally moving the rally point when I touched the scroll wheel.

Also once I pressed worker when I meant to press warrior -- I think in the heat of battle it's too easy to mix up the "w" words. Maybe rename it to fighter?

Third playthrough:

I tried to be more balanced with my strategy, but I was overwhelmed! This game is hard! Going to have to end my time here as there's other games but I really like this one! I think the difficulty may need to be tuned to be easier.

Focused a lot on the gameplay here because it's complex and the main focus. I liked the minimalistic art style -- it helped me stay focused on the gameplay. Music seemed fine, didn't really notice much other noise.

Summoner Armin's Bad Day by Alessandro2024 2024-04-17T16:19:22Z

This was a nice quick game to play in my morning before work.

First issue that stood out to me, both in the game and in the "capsule" image, was the different scaling on the graphics. Specifically zombies look weird compared to the other characters because they seem to have a higher pixel density. Hopefully I'm explaining the problem correctly -- I think the all the art looked fine here, even the zombies, it was just when put together the zombies stood out as inconsistent.

The items you have to fetch were very unique. I particularly loved the "hair of an illegitimate lover".

There were varied locations that make sense. Asset placement seemed good. I did breeze right through a lot of it. In the tavern I was able to interact with a lot of stuff which was neat. It was very obvious where to get all the items, except for the dead lovers ring. It's was maybe a little obvious -- when I went to the farm I breezed right through to the barn and didn't talk to anyone else. Not sure how they feel about some strange man running in and stealing their eggs.

I got a little stuck trying to find the ring. The church was deserted and I wasn't sure if I had sequence breaked the game by going to the tavern first. I expected to find a glowy thing like I did in the previous locations but it was missing. I left to see if I was supposed to go elsewhere but the zombies got me. Thankfully it was very forgiving so I went back to the church.

I started digging around the graves and then the creepy guy at the church spooked me. He helped me out, but with all his talks about desecration and heretics he had a weird vibe. Which I loved! He was my favorite character.

All of the writing seemed pretty good. Some of the characters writing was a bit stiff, especially in the post-zombie tavern scene. There were a lot of characters and some of them stood out. I was disappointment when I couldn't find the creepy church guy at the tavern, but he didn't seem like the revelry type.

LD57 — Depths

escape-the-dungeon-what-did-he-do-to-deserve-this by BarnabeWild 2025-04-06T06:25:06Z

Looking good so far! Looks like you should use the [AnimatableBody3d](https://docs.godotengine.org/en/stable/classes/class_animatablebody3d.html) for the platform if you want it to move the player as well.