fun game. honestly the music gets you interested at the beginning, but then its AI so that's a bit of a bummer. overall though the only gameplay thing that felt off was the jump. it was very floaty and the speed seemed fixed. there is a great video by tarodev. its a ujnity tutorial and i saw u were gadot but its really the principles of the side scrolling platform controller he is talking about. check it out and try some of it on your next platform controller it helped me out a lot.
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Sad to hear you were bummed. If you check out my post mortem devlogs (linked on my main page) from some of my past games, I go into my thoughts about it and my own personal conflicts. There'll be a post mortem for this game too in a day or so and I'll probably discuss it more there.
I appreciate the video link. I'll take a look at it. I actually had different jump and gravity velocities. I had my brother test it and help me tweak the values. I was using a GDC talk about velocities, and a tutorial from Zenva that introduced me to the talk. The problem I'm encountering is that Godot has a gravity value it calculates in all three dimensions, and areas can be used to alter that gravity. Allowing all sorts of cool things. So I'm trying to muck with the physics problems until I get something I like.
In this case, the jumping was actually developed when I was making level 6 originally, and I honestly agree that the gravity still feels too slow. I really appreciate the link and you taking the time to play my game!
Wow, ok I watched that video and it was fascinating. I can definitely port that code over to Godot. I've implemented Coyote Time and Variable Jump Heights before in 2D games, but I did neither of those in this one. I'm really excited to try them out. I may even make my own test project like his for Godot! Thanks again!