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OpenPhryg

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A member registered Aug 26, 2023 · View creator page →

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That is the general consensus I have been seeing. I definitely will work on revamping some of the levels in the future to rely less on quick reactions.

I am aware of this issue, and it will be fixed in a patch release. Currently don't have access to my computer at the moment.
You can still beat the level by making sure you are pressed against the wall away from the pit

You need to make sure Arista is pressed against the back wall when the exit opens. The pit hitbox overlaps the exit slightly. I will fix that issue in a post-jam update.

Simple, I accidentally linked the door monitor to the pusher. So it shows the wrong value.
The actual amount you need to open it is 3

I kind of like the bug where switching characters while walking causes them to keep moving. It makes moving two or more characters down a long hallway less of a chore. Just need to add a way to stop them from wandering too far, like if they walk out of possession range.

Use the left neko to press the blue timer. Then use the right one to press the green timer.

Move the left neko all the way to the large red timer and set weight to 2. Immediately bring weight back down before accidentally hitting the purple button.

Finally bring Arista to the exit and increase her weight to 2 before the red timer expires.

The neko is able to stand on the retractable wall as it raises up

A weak fan (1 blade) cannot push a fat neko. However the 2-blade fan can. You need to be mindful of what button Arista is on, as too much power will activate either of the pushers.

I forgot to put a monitor on the weak fan, but that one does need 3 power to shut off. So once you push the timer button and the big blue button, you should be able to move the neko through at their thin size.

I like how animalistic the animation is when you are barreling through a barrier at max size.

I would recommend creating an environment to replace the checkered void. Something like a futuristic metallic hallway filled with pipes and laser walls.

Also adding some hazards that come at you from the side to try and catch the player off guard.

I just forgot to use delta in the calculations to make it consistent across all frame rates, though that would definitely work as well.

It would require going into your graphics settings and changing the max fps from there.

For example: if you have an Nvidia, you would open the NVIDIA Control Panel, then go to Manage 3D settings > Max Frame Rate.

It's not a solution I like, but until I am able to access my computer to patch it, it's the only way right now.

Found the issue. You just need to set your computer's max frame rate to 60. I'll fix that later

Yeah I can definitely see that. I will probably add something to make it easier to tell. Like a big ol' sign that just says OFF/ON

IMPORTANT NOTE:

The game is framerate dependent. Please set your computer's FPS to a maximum of 60 for an optimal experience.

I will work on fixing that in a post jam update.

That is very unusual as I don't recall putting two catapults facing each other. Once my computer stops being stubborn, I'll look into it

If you press the character into the back wall when the floor opens, you should be able to get to the next level

If I recall correctly, that is the level where you first get the battery. Is the character getting glitched into the pad, or getting launched over the pit and back?

Hey, I am trying to make one final adjustment to my game (literally just moving a single collision shape so the game is beatable), and my computer decided it doesn't want to boot. Would it be at all possible for me to make a late update sometime today? I'm perfectly fine if it's not.

Ok, I'll have to make a post patch to fix that. Which is a shame since that's actually the last level before the ending

Hi, could you tell me more about that? I'm not seeing any issues with the catapults on my end.

I really enjoyed my experience with this game. The character interactions from Roots were engaging, and the wholesomeness of Rehydrated was a much needed reprise.
Piya is my personal favorite character, and is just absolutely adorable! Especially when she's riding around in Enora's coat pocket.

Though my biggest critique of the game would be that each story's theme goes a bit too far in opposite extremes, with seemingly little to link them together.
After finishing roots, I was half expecting Rehydrated to be "Roots, but now you have the opportunity to fight for a good ending". And after finishing Rehydrated, I could actually see how all the pieces from both stories could be used to make an ending like that possible.

Still, I liked everything the game had to offer, and I am looking forward for what comes next!

Hi, what happens when you try and extract the .rar file?
Also are you using the windows or linux version?

I finally got the reference... After 9 months...
I was, in fact, TAKING TOO LONG

"I would, however, suggest adding some music or some other sound effects so they aren't so silent the entire time."

Wait, the Linux version doesn't have sound?

Weird, I don't encounter the same issue.
Does that happen on a fresh start of the game?

Thanks! I have been practicing with higher poly count models for a while now. This jam was a great opportunity to see how fast I could actually make a game-ready model from scratch.

Do you have an AMD? If so, you might need to go and manually install the most up to date drivers. This was a big issue with AMD and godot about a few months ago.

Here is how I usually do it.

 I try and grab most of the food early on, especially the hotdogs and burgers. This will make Mari faster and larger, making it easier to get more food down the line.

I try and use rocks to get the out of reach food whenever I can, though it will take a little practice to hit the airborne food consistently.

In terms of points, Size > time. So it's fine to spend a little time back tracking for leftovers.

Finishing fast only gives you 10 points a second, but the more score you finish with, the farther the truck will be launched. Which will almost double your food score.

Your speed when hitting the truck also plays a part in how far it is launched, so just floor it when you get to the final straight!

You didn't need to take the time to give Sapphy her own theme song,
but the fact that you did is very fun. Perfectly fits with the game's unique style!

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Sure!
For the sake of privacy, would you be willing to put your username in a review? Then I can add you later

I've never really considered that until now. I might make a deviantart account if I ever have some models to show off.

At most I have an account on the Weight Gaming forums and their discord channel.

Are you using an AMD graphics card by chance? If so, try updating it to version 25.9.2.

If not, then are you using the window or linux version?

After spending a few days working and troubleshooting with Android Studio, I have come to the conclusion that it hates me.

It would take too much effort to get the game to even run on one specific type of device.

So unfortunately, there will not be an Android version.

Not sure.
I haven't made anything for android before, so I'd have to look into it first.

The character dynamics are pretty interesting. Anya's whole attitude about being cursed at the start was quite funny. 

I'd like to see how the story plays out once the issues with the capitol have been fixed.

The game's pacing does feel a bit slow at the start. Getting all the gold to travel to the capital took quite a bit of time. Though that could just be me dumping 200 gold on every meal (a demon girl's gotta eat too!)

Thanks for the feedback

I recently posted a Dev log about my plans for a future update, and most of the things you mentioned are actively being worked on

I will definitely look into making the rock interactions more consistent.

Didn't expect mathematically planning every bite to optimally consume 5 pizzas in 90 seconds to be as entertaining as it was. Fun game with plenty of room to grow!

My main suggestion would be to add things to make traveling the world feel more impactful. 

For example:

  •  Each city could be specialized in a certain food group. Like driving through Meat town could make all meat related challenges harder and more rewarding
  • Flags could be a  grand challenge, where beating it would make you that city's champion
  • Gas stations between towns that require the player to spend money to re-fuel their car

From what I can see, it seems like there is an issue with an AMD driver update some time this month. The user here had to downgrade their driver and disable updates.  https://forum.godotengine.org/t/graphics-freak-out-on-amd-cards/118661

Hope that helps

Sorry to hear that. Were you trying to run the windows version or Linux?
Also are you using Nvidia or AMD? Could be an issue with the settings.

I think you're on the wrong page. My game is about a very fluffy woman hurdling down a mountain.