McGuffin's Tower 2: Electric Boogaloo

McGuffin has just inherited his Grampappy's tower. Little did our hero know when he got there that the tower that was his birthright, was occupied by a demon! McGuffin never wanted the old tower, but the tower sure wanted him!

Controls:
Movement: Arrow Keys
Attack: Spacebar

This was my first GameJam and first game ever made. I hope you find some enjoyment in this.

Comments (1)

HuvaaKoodia
 • 4 years ago • 

I did find some enjoyment in this. The graphics are well made and these sort of hand drawn paper doll visuals are rather rare and as a result rather refreshing. If only the ground sprite was visually similar!

The interactivity is functional, yet crude. Jumping is an instant teleport; the weapon doesn't really hit anything, instead the enemies have to run into the character; there is no timing or skill involved in using said weapon; and lastly the challenge does not ramp up over time it seems. Some of these are programming issues, others design issues, there are always many possible solutions to both.

You might want to look into the Godot project templates for some example code. There are also many tutorials, although you've probably looked at plenty enough already. Practice makes perfect, not merely studying.

A few technical pointers. The main character looks strange, which is due to the thin black lines flickering. This can be remedied by changing the import settings of the image. First set the size limit to the maximum pixel size the sprite is likely to appear on screen, about 512 in this case, and make sure filter is turned on. If it still looks edgy, turn on mipmaps as well, which will take care of it.

The size of the executable is also rather large, nearly 200 mb! This is probably caused by the large sprites, which is fine, but are they too large? As with before, changing the size limit in the import tab will reduce the maximum size of each image and reduce the executable size as well. Just make sure they don't end up looking blurry!

Removing unused files from the project folder before exporting is as important. Godot does not recognize if a file is used in a scene or not, and will include everything in the executable regardless. Whenever the exe is suspiciously large, it is worth taking a look at unused files as well as the sprite size limits.

For a first jam entry this is a fine effort. Keep working on new projects and you'll learn all the tricks in no time.

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