Looks like people expect the game to "punish" i.e kill the user controlled character or restart a level when they screw up too many times. They want to "see" a loosing condition. I guess that's what brings in the challenge aspect in a game. For my entry in PyWeek11, I went for a smaller simpler game with better game play and it did pay off, I ended up third in the individual entries list . The one thing people complained about was the repetitiveness of the game. I didn't quite get what they meant, because every game does one thing repeatedly.. in a shooter game you shoot, in a puzzle game you solve puzzles. But the major factor for them getting bored was the game didn't quite challenge them.Picking up enemies did effect their score but that was second nature. It didn't effect what they were doing which in turn made the game boring too soon. So I guess it's a good thing to "kill" the user when he/she commits too many mistakes. I think ill' keep this in mind and may be add this to the stardust game as well.
I've always been fascinated with the vehicle physics used in games. I played so many racing games / the hill climb games and every single time i would wonder wow that must be really hard to do. Thanks to the new generation of game development tools, developing physics based games has become almost a second nature to most people. I didn't want to be left out so i gave it a shot.. I tried setting up vehicle physics in GoDot Engine for a 2D vehicle. Here is what the vehicle scene looks like.. 2D vehicle setup in GoDot As you can see the body collision shape is not right but the rest of the stuff just works. The idea is simple think of what parts move along with the body vs what doesn't. I was kinda stuck setting up the pinJoint2D in GoDot, it actually clearly takes two nodes under the properties. This makes sure that the wheels are hinged to the DampingSpring2D. The Damping Spring2D takes two physics bodies(Body and the PinJoint2D) and makes it work like shock ab
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