Hi all.
I started learning the Godot engine six months ago. I had no experience in making games or coding, so this is the first game I’ve created. My decision was that my first project will be side scrolling platform game. The entire game was made using free assets and sounds downloaded from the website itch.io
The game was made in Godot 4.3.
https://ljomisaurus.itch.io/regal-heist-demo
https://www.youtube.com/watch?v=iCrFzb3hs3M
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Some thoughts:
- You exported it as Debug. Don’t do that.
- You did not embed the pck file in the EXE. Do that.
- There is no way to speed up dialogue.
- It’s not clear clicking is how you get rid of dialogue.
- Movement keys aren’t clear (and WSAD is better than arrow keys as default.)
- Collision on your blocks doesn’t reflect the actual blocks. (For example, you cannot run to the end and jump off - you have to jump off before you reach the end.)
- The jumping controls don’t feel quite right. They feel laggy.
- I never found the sword.
- Once you die, the only thing you can do is kill the game.
It’s a good start. The UI and music are great. I recommend trying out a game jam or two.
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Thanks for the feedback!
I will make a couple of changes as you mentioned (wsad controls, speeding up dialog on click, and ability to start over when you loose all lives, instead of killing the game and running it again).
About the jumping off the block, I will add thing called “coyote jump”, I think that solves the problem.
And about the “laggy jump”, I already have Jump Buffer time, so the player can jump even if jump button is pressed before he lands, but maybe I should extend buffer time little bit. (now its 0,5sec i think).
The sword can be found in the middle of level. Its not hidden object, you cant miss it.
These things, exporting as debug and embedding pck file in EXE, I dont even know what these do, but I will find out and do that.
Thanks for the post. It is useful to me.
Coyote time isn’t the issue. The issue is the collision of the blocks doesn’t go to the end of the block.