I love that you also involve family members in your project. :) As I am a pixel art enthusiast I would mention that try to avoid vector fonts on pixel art and non crisp pixels, but hey, it's a game jam entry. For me the reaction of the spider feels delayed and made it hard to avoid robots for the first couple of tries. You managed to use many of the jam themes, that's a plus point. :)
I like the art of the cave and the spider, and think it is a unique way of following the "no jumping platformer" rule. One critique I have is that controlling the spider feels clunky, and like you only really have one chance to dodge the robots
I appreciate the feedback. The fast acceleration, slow conclusion of the retraction makes that problem very apparent for the high drones. I wasn’t satisfied with that, but getting the collision working took priority from my limited time.
Thanks for the link! The blur on the tile map and the robots was an intentional choice to use lower res assets and scale up in the engine. The 50x50 spider sprite, which has a lot of blank space, was created by my son and I wanted to use without modification. That limitation drove the art style as much as the jam themes and restrictions.
I will be watching the video since doing the right way we’ll is so far outside my wheelhouse!
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I love that you also involve family members in your project. :) As I am a pixel art enthusiast I would mention that try to avoid vector fonts on pixel art and non crisp pixels, but hey, it's a game jam entry. For me the reaction of the spider feels delayed and made it hard to avoid robots for the first couple of tries. You managed to use many of the jam themes, that's a plus point. :)
I have not yet worked out text in godot and thus only used RichTextLabel + Scale. Is it ugly? Yes, yes it is.
I like the art of the cave and the spider, and think it is a unique way of following the "no jumping platformer" rule. One critique I have is that controlling the spider feels clunky, and like you only really have one chance to dodge the robots
I appreciate the feedback. The fast acceleration, slow conclusion of the retraction makes that problem very apparent for the high drones. I wasn’t satisfied with that, but getting the collision working took priority from my limited time.
Nice game! A small tip: if you're creating a pixel art project using godot, you can set some import settings on your sprites so that they don't look blurry: https://www.youtube.com/watch?v=Nsj5SGEUZhU&ab_channel=TheShaggyDev
Thanks for the link! The blur on the tile map and the robots was an intentional choice to use lower res assets and scale up in the engine. The 50x50 spider sprite, which has a lot of blank space, was created by my son and I wanted to use without modification. That limitation drove the art style as much as the jam themes and restrictions.
I will be watching the video since doing the right way we’ll is so far outside my wheelhouse!
Oh! That is a really great guide. I think I could have used it to both respect the spider as-is and avoided the blur.