HUGE
Clearleaf
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This option will apply to your currently selected Control node and it’s children. If the game switches to a different scene, it may not have this option set and so the mouse would work.
Although you could do this for a fullscreen transparent rectangle, and then set it’s filter to block, so that it will always block all control nodes behind it. If the rectangle was a global then it would block input in all scenes.
Yes in Godot you can use a collection of GUI controls like buttons and dropdown menus and stuff. By default they all respond to mouse events, which are handled a bit differently from button inputs in godot. It’s a doozie for new users so this is a way to ensure any mouse input that does reach the game is eaten regardless of however the game is set up.
My game is entirely menu based, so it’s nice to just click the buttons rather than using keyboard inputs. The game is primarily designed for keyboard/gamepad input and the mouse is a completely optional alternative, so is that ok or should I disable the mouse inputs when I submit?
Edit: A reply was concerned that it’s too hard to disable mouse clicks in engines. Here’s how I’m doing it in Godot. You can copy this into a global script to send all mouse clicks to a black hole. Functionality to toggle it is there so you can use it while testing if you need/want to, and then you disable it for the submission.
var mouse_input_disabled = true
func disable_mouse_input():
mouse_input_disabled = true
Input.mouse_mode = Input.MOUSE_MODE_HIDDEN
func enable_mouse_input():
mouse_input_disabled = false
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
func _input(event):
if mouse_input_disabled and event is InputEventMouse:
get_viewport().set_input_as_handled()
Really fun and the style is awesome the only thing I wish is that it was a slightly slower pace. It’s nice that it’s faster than the original katamari but the whole thing is over really fast. Once you’ve caused enough damage to be big, the police are already so strong that there’s no fighting their power to melt you.
The main thing I think could be improved is the level design. I see that you have the common instinct to make branching paths in levels, but you actually should avoid that even though choosing a path seems interesting on paper. In practice you’re just turning your level into two levels and people will think they have to backtrack to get and see everything. Branches should be for secret areas or secret exits. Also I think one-hit-kill games should be more forgiving with checkpoints.
I found there wasn’t much to do besides advance text boxes however I like this implementation of the “rpg maker horror” format as an NES game. There are some really cool features that stand out like the “line of sight” system turning rooms dark if the character can’t see inside them, things like that make me think this is extremely worth continuing. I enjoyed the sprites as well.
This is pretty well implemented. There’s no weird collision or jerky actions (aside from the movement feeling a little sensitive). I can tell your programming skill is high enough to make good games, you just need better game design and nothing will stop you. Your art is very funny. It reminds me of comics and we don’t see many games using this kind of hand-drawn art ever since games like day of the tentacle went out of style. If you make more games please put in drawn graphics like this game has.
gurtos needs a prompt to click at the boot screen because I was "stuck" there for a bit >_>
But this is a cool prototype. The art looks awesome, especially the Bee page. I hope you continue and add more bugs. If you want ideas, please do springtails. I would also like a page for stick bugs and especially to see stickbug eggs in this style.
Even after reading the new controls you posted (thx btw) it took me a few seconds to understand how the gun worked because it's a really off the wall mechanic. But when I figured out what was going on in this game I got excited about it. Having to stop to pump up the gun leads to lots of interesting decisions when the pressure has mounted. The question is not only when to stop and charge, it's also about how do you "spend" the charge wisely enough to create another chance to charge. The charging also created an interesting feeling of power, like I was really putting a bunch of energy into the gun and then blasting it off. I think this is worth expanding on and if you do I have some suggestions. Spamming R so much is hard even for me with no disabilities or medical conditions. If you change it to holding R I think the essence of the game would be the same but make it a lot easier to just play. I also think it would be cool if there were different guns that had different gimmicks for reloading them.
Oh so it's not physics. You definitely succeeded in giving the character a feeling of weight. It's hard to judge what this would be like with faster lerp. As for the tutorial thing, I find most tutorials recommend really weird ways of doing things which require you to fight major components of the engine to make a whole game out of it.
For babby's first game it's actually far from the worst game submitted. Collision works very well, the controls make sense, and it lines up properly when you shoot stuff. I also appreciate the message, and the fact that a game about preserving source code actually includes it's own source code is great.
With how ambitious this is it's incredible how far it got within the jam period. If you want complaints the main thing I didn't like was how much waiting there is if you die. There should be a button that advances dialog and skips to the full line if you press the button while text is being typed out. The button should also skip to the beginning of the next clip in a cutscene (I prefer this to skipping a whole cutscene with one press.) Controlling the character feels kind of "loose" and I think it's because you're using actual physics to move it around. Many tutorials are very wrongheaded about stuff like that. For something like this to be snappy it has to be much more simple and direct.
This reminds me of games like Arranger that take a classic "minigame" concept but extend them into a whole adventure. In this case it's something like pokemon ice puzzles, though you can just hop one tile if you want. On one hand I think the hopping undermines the puzzles a bit, but on the other hand it keeps the teleporting feeling like an ability and not a handicap.
I really like the focused direction of needing a certain number of scrolls and having a little museum to show the ones I got. More games need museums of stuff you've done and collected.
Oh thanks! For some reason itch.io has not put it's custom fullscreen button on your game, and when I zoom in my browser, the game stays the same size. If you mention that in the description I think a lot of people will find that helpful.
Also just in case you find this funny, it took me a while to realize the 1st Mentak you get is not a vampire. I thought the bow was the vampire's cape and it was doing that batwing tpose thing vampires do when they want to look scary.
Thanks. At first I was still getting no response but then I discovered you also have to be moving to attack. To sketsbereal I think you should write a new controls list because the ones available seem to be outdated and I think the low number of ratings on this game are because not very many people can figure it out themselves.
I agree that a simpler palette would help. The quality of the art itself is good and so far the only actual problem it has given me is I didn't realize I could go through doors so easily. I thought I had to be aligned slightly higher for the non-collidable door frame to not stop me. Check out lospec.com to see pallets I think it will help your art a lot.




