@ToastieRepublic Wait is Engauge back and souped up? Looking good! That axe looks fun, and I loved that the player recovered from sliding near the edge, instead of falling to their doom.
@LordsofLimited Proof your advice is good: built defensive dragon deck for the Arena Open and went down 1-2. Then rebuilt it as Mardu aggro and won six do-or-dies straight to get there. Thanks for the great podcast!
@RFephemeration FPS with interesting movement always sounds fun. Are you experimenting with multiplayer here, too? If so, did you do anything for client side prediction?
@Highsight@CloakandDasher Best of luck!! Just the other day I was feeling nostalgic and rewatched your old Insights plays of my early jam games. Pure fun to watch ppl play your games as a hobbyist. Must feel high stakes on a commercial project.
@RedFive87 @terminaIlywiII @bruno__valdez@IGN In Hades, you permanently upgrade yourself in that mirror, as one example. In old-school roguelikes, the only thing allowed to improve is you the human, never your character.
Brogue is a fun intro to the old school, there's a version with graphics here: https://t.co/iz7ENHmTiG
My entry for Ludum Dare 48 compo is about working in a pit with a hyperactive autonomous jackhammer, and nobody cares that you don't have the arms to operate it. It's either way too easy or way too hard, I can't tell. https://t.co/2Txl0fqJTm
@EduYukio @Sol_HSA @ludumdare I really enjoy the constraints of compo/solo and I appreciate that there is a category specifically for it, with an independent winner.
@edenicholas Nice work, that is not easy!! Thanks for digging into it. For the feel I just sat there looping, and looping, and tweaking. It's 3 layers: bounce, gravity, and thrust. Needed the player to have enough influence but not total control.
My compromise is to cast rays in a ring, and activate a "foot" only when you are near a drop. I can already imagine the janky corner cases, is there a better solution for RB-based FPS style controls?