[–] 1 point 8 months ago (1 child)

I've used several distros over the years, and out of all of them, the only distro where I've faced zero intractible problems has been CachyOS.

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  • [–] 1 point 8 months ago

    Imagine a system that incentivises greed and self-interest, and which runs on competition.

    Now run that simulation through your mind a few decades.

    If it doesn't end up with vastly fewer companies competing over vastly larger portions of the market, your simulation wasn't set up accurately.

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  • [–] [S] 1 point 8 months ago

    It was a pretty easy implementation, actually. The bullet already checks for collision with the player, so I just get the player's state when that happens, and if it's phasing, the bullet faces its creator. Its usual "go forward real fast" code takes it the rest of the way.

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  • [–] [S] 2 points 8 months ago* (2 children)

    That seems to be the major takeaway. And, as I expected, it's obvious in retrospect haha! I'm considering remaking the levels around actual platforming, with large drops and no easy path. Thanks a ton for your feedback!

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  • [–] [S] 3 points 8 months ago (6 children)

    The simplicity of the obstacles has been mentioned a few times now. We'll definitely take that on board and try to exploit the movement mechanics.

    Also, I'm definitely biased, but I think the movement is quite fun! I hope you agree, if you test out the demo.

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    You play as a test subject escaping from an underground lab. You have two phase abilities - phase-dash and phase-wave. Phase-dash is a forward semi-teleport which also damages enemies and negates damage while active. Phase-wave is a projectile attack. As the game progresses, more defences will spawn in each room, including laser tripwires, mines, turrets and drones - and, of course, there's always the omnipresent laser grid advancing from behind, getting ever faster. The goal is to reach room 100, beat a final wave of defences, and escape.

    Now pretty much all the core mechanics are in place, I thought I'd share some footage and ask the community for your thoughts on the look of the game as it is. You know how it is: you stare at your own project so long, you lose sight of what might be glaring issues to an outside observer.

    So, Godot lemmy - what do you think? 😅


    EDIT: we've decided to share a build with you guys, if you're interested in testing it out. We have Windows, Linux and Mac builds. Have fun! https://irmoz.itch.io/phase-killer

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