WASD, Space to Jump/Fly!
Native versions will perform better but the web based version will probably be playable in a Chrome based browser or in Firefox if you are stubborn like me.
WASD, Space to Jump/Fly!
Native versions will perform better but the web based version will probably be playable in a Chrome based browser or in Firefox if you are stubborn like me.
The downloadable win-oooOOoo.exe crashes for me in Windows 11 right after the Godot Engine splash screen.
Thanks for letting me know! Iāll try to figure out the issue.
Neat. What kind of feedback are you looking for?
I played a little bit, a few things off the top of my head
Anyways, glad youāre doing this. I hope you keep it up
Edit: I played the Web build.
Jumping feels good, the moves all animate well and resolve quickly, I like the overworld.
When I butt-pounded on the switch in the Graveyard it hung for like 6 seconds, then the lag cleared and it worked as normal.
The issue with the Windows build should be resolved, I believe. At least it runs on Wine.
This 4-hours-ago Windows build hangs on a blank gray screen, before any logo has appeared.
Sorry about that - thanks for the attempt!
hello normally i would not be so formalist, but i am wondering if you have poked around with different viewport sizes for this project? sometimes changing the overall res. can affect the ācompactnessā of information in a scene, and change the feel without having to adjust level design or assets really. it ends up leaving a lot of open air with how large the viewport is currently
320x180 is kind of the āstandardā low res widescreen choice. the UI may be a bit cramped for it:
384x216 is sort of the next step up that still works scaled to 1080p. this might be a good balance, as i feel like the map feels more ādetailedā even though its all the same art
i feel like either or kind of put you āinā the space more, if that makes any sense
this is just some food for thought, it may be worth tweaking around for a session or so
I actually really appreciate this note - one of the big challenges in the Ghost game is that the Ghost is pretty mobile and that makes level design kind of tricky - the ghost can often reach stage elements which are not on the screen. So I appreciate any thoughts about it.
I like the slidingness! I skated a lot so maybe Iām biased. It feels like momentum might be a mechanism. I donāt have anything to add aside from the above, but Iām curious about the main character design - it felt a lot like 90s platform game ākid getting into troubleā or something.
Oh yeah, I accidentally killed the ghost over the chasm in the last level and got stuck I think (I couldnāt reach the pumpkin).