Can you send me an invite to your Discord, please?
Edit: Nevermind, found a link on another page of yours :)
Thank you very much for your responses and testing this.
I'm guessing your computer is quite a bit better than mine. The default number of regional tiles in the example project slowed mine down to 10-20 FPS, but reducing it to 8-12 regional tiles keeps my FPS high, so it's probably just a matter of me having an older computer. I may dive into the code eventually to see if there's a way I can simplify the fish pathfinding or something.
Ok, I just tested it again, this time disabling the Equip System. I set the Max Cast Distance to 40, and when I cast, it still casts the same distance as when it is set to 10.
Edit: Also, the difference between 9 and 10 in Max Cast Distance is huge for me - At 9, it only casts a few tiles out, but at 10 it goes much, much further.
Thank you for the fast response!
I don't think it's the water textures - it seems to be the pathfinding for the fish, because if I reduce the regional tiles that they can swim around in, the FPS improves.
I also have one more question: Is there a way to increase the max casting distance above 10? Right now, if I set it to 20 and the rod's casting distance to 20, it still snaps back to the 10 distance after casting.
Hi Kadajah. Thank you very much for the plugin! Can you please help me? In the example project, if I have no fish active on the map, I can cast, reel, etc. and everything runs at full speed. But if I add even one fish to the map, my FPS drops to 10-20 both when fishing and when just walking around. How can I speed things up?
Edit: It seems to be tied to how many region tiles there are - If I reduce the region area to just a few tiles, it goes back to full speed.
Hi! I've been trying to find my way around this great project but I can't seem to pinpoint where exactly the gamepad controls are handled from. I'm wanting to add in an overhead section with a new player-controlled object that uses a modified version of the skeletal player character in the side-scrolling parts in this engine. Can you help me? Thanks! : )
The game mechanics are pretty solid but relying entirely on dice rolls in combat may put some off (I'm aware you may have fixed some of it in the post jam version). The lighting in the dungeon is very nice! I'm not sure where the theme of duality is, perhaps the tabletop dice rolling inside a dungeon? The sound of the dice rolling was a bit annoying as well. Overall a good start!
I really enjoy the art style, and the music is nice but quiet. I like the Rage vs Calm aspect of the game, and how the more angry you are the more damage you do. I feel like the perspective is a little off and it can be hard to tell where I am standing sometimes. As others have noted, I was able to go into negative HP at one point and the game got stuck there, but I had fun with it! Good job!
I agree with everything that's been said! I found this game on the Alpha Beta Gamer channel on YouTube and haven't been able to stop thinking about it until I was able to get internet again (have been in the middle of moving) and play it myself. For many years I've just loved the unexplainable vibe I get being in places that have this kind of ambience; the lighting, humming and buzzing and sounds of water, and solitude are really incredible. The scare factor is there, but as said, isn't in-your-face or alarming with loud sounds that jolt the player. Keep it up, I'm loving it!
I like it! The card guessing game for combat, as well as being able to bribe enemies and use multiple items gives battles a layer of strategy and choice. I will agree with the one who said maybe you have to press Tab too much, like for picking up items. Also, damage you do to enemies seems to be hard set. I think it may be fun to add a little risk to the mechanic by making guessing lower numbers on the low cards or higher numbers on the high cards pay off more if you turn out to be right, or do double damage if you guess that it'll be a draw. Good game!
Excellent game! Things I love: 6 degrees of movement; Multiple attack modes; Enemy part targeting; Shield/Energy/Health management; Walls you can destroy; Puzzle (I know another comment said it should not have been trial and error though, maybe some kind of hint somewhere?). It can be a bit easy to get lost, but it's a dungeon crawler so maybe that's normal. Overall I really like it!
I made it to floor 3 and the screen flashed red like I'd been hit and it froze. I really enjoy the graphics, especially the lighting and all the purple! I also really like the added strategy and incentive to explore with healing by walking on unexplored tiles. I think more could be made from that idea.