Oof, this comment made me realize the card trigger animation we had didn't end up working in the build we submitted somehow (lol)!! Thank you for checking out our game!
threehalves
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Thanks for checking out our game! On the background:
The shader is actually pretty simple, the gdshader code for that is here on our github repo. Pretty much just 2 copies of the same texture, each at 50% transparency, one is just scrolling up and left slowly, the other is scrolling down and right and being horizontally distorted based on a sine function.
To make the texture itself, i used Paint.NET. The lines you see in the texture are from this plugin that randomly generates mazes. Using a black-and-white maze as the base image, I rendered random red-orangish noise in a separate layer and drew some squares on a third layer using blue/purples. I set both those additional layers to XOR color blending which is what makes the "color splatter" type effect you see in the image. After that I used a filter to reduce the image to 4-colors, and recolored it based on our game's pallete. Then the final step was making the texture repeat seamlessly; theres a lot of ways you can accomplish that but I just ended up using another paint.NET plugin, a side effect of that is that you can see hard cutoffs where the red/blue changes to brown in the final image (though I ended up liking that look).
Link to the random maze plugin I used: https://forums.paint.net/topic/8448-random-mazes-ymd100725/
Link to the seamless texture maker plugin I used: https://forums.paint.net/topic/4591-seamless-texture-maker-ymd100718/
Simple but fun! Creative take on the theme too. It was unfortunately a bit stuttery at times but I'm assuming just an issue with the godot player or something. My main criticism is that its sometimes a little hard to tell where you're supposed to go in the more open areas due to the nature of the movement; In something like Getting Over It, the movement lends itself to always going "up", whatever that requires at that exact moment. This game is a bit more dynamic with the currents and still water, which I do enjoy, but I feel could have used more direction as its unclear which route is forward and backward sometimes. Thats a small issue though, and honestly probably a bit of a skill issue. Also, the water effects (all the art honestly) look really nice! Overall great job!
I really like the concept and an whats here is pretty fun! A artstyle is nice as well, although simple. A couple times when playing I got this vertical meter timing minigame that stops the text when I press space? I'm not sure if theres something I'm missing but it unfortunately halted my progress. I refreshed and it didn't happen again though so I was able to play through normally. Nice job on a stand-out idea!
This is awesome! The visuals are nice and the time-stop mechanic is really cool. The level design takes full advantage of it too. I also appreciate the 3-heart system, most games would just have it be 1-hit but this is much more forgiving. I think I'll have to replay this one to get the 3 carrots I missed!
this is quite possibly the greatest story told in a video game
For real though, I think this game has good potential. It could use a little work in the ways of visual polish, sound effects, and variety, but the core gameplay loop is pretty fun. I also appreciate how meme-y it is. Overall, nice job :]
I got to level 15! Bloody mary was quite useful :)
Very simple but fun game. I think it could of had a bit more in the way of graphical polish, and that the mechanic where your inputs had to be adjacent could have been explained better. Regardless, I had a blast playing it. I honestly really enjoy number games like this. Well done!
Thank you! I'm glad you enjoyed. I used Pygbag to compile the game to web assembly. There was not a major performance hit as far as I can tell, but getting the code to be compatible with Pygbag did take a tiny bit of rewriting, and getting the audio to fully work was a bit of a pain (even in the current web version the sound is a bit choppy).










