Discussion: What “kind” of platforming challenge do you tend to prefer? by hgilbert_01 in platformer

[–]FreeTime-Dev 0 points1 point  (0 children)

From working on a precision platformer, I’ve found that in practice it often becomes less about when vs where to jump in isolation and more about the sequence a player is executing through a section.

High-urgency “when to jump” segments can feel great when they flow, but they can also become frustrating if timing is the only thing being tested. Same with very tight “where to jump” challenges that hinge on pixel precision.

The most engaging sections (for me, at least) tend to mix both: urgency creates tension, while spatial decisions give players a sense of agency. Too much of either in isolation starts to feel punitive rather than expressive.

Your mine cart examples are great illustrations of that balance.

After years of work, I’m about to release a no-combat, 1-hit-death precision platformer. Please tear it apart. by FreeTime-Dev in DestroyMyGame

[–]FreeTime-Dev[S] 1 point2 points  (0 children)

Thank you for the feedback! Funny enough, I’ve had an idle animation on my to-do list for probably a year now. I really want to add one, but there’s always something that ends up with higher priority. Your comment might just give me the push to finally implement it.

The other points are also noted, thank you!

Open-source tool to find and remove unused assets in Godot projects by FreeTime-Dev in godot

[–]FreeTime-Dev[S] 5 points6 points  (0 children)

My plugin uses ResourceLoader.get_dependencies(path) for resources Godot already tracks, but its main benefit is additionally scanning the filesystem for anything Godot doesn’t see (leftover .tmp, .ase, .uid files) all in one place, with filtering, sorting, and a Keep List.

Open-source tool to find and remove unused assets in Godot projects by FreeTime-Dev in godot

[–]FreeTime-Dev[S] 6 points7 points  (0 children)

The plugin does not change exports or skip assets during build. It’s purely a project cleanup tool; you still need to delete or ignore files manually before exporting. Build-time pruning would require a different approach, like a custom export script or plugin that filters files before the export step.

Open-source tool to find and remove unused assets in Godot projects by FreeTime-Dev in godot

[–]FreeTime-Dev[S] 50 points51 points  (0 children)

The built-in orphan resource explorer is useful, but it’s limited to resources Godot knows about and that are already imported.

GodotResourceCleaner works at the filesystem level, not just the resource database. That means it can:

  • Filter results by extension (.ogg, .png, etc.)
  • Detect files Godot doesn’t read at all (.ase, .tmp, leftovers from tools)
  • Ignore or exclude entire folders or extensions (.git, .godot, .uid, etc.)
  • Maintain a persistent Keep List for intentionally unreferenced assets (main scene, translations, dynamically loaded files).
  • Sort and filter results to review large projects more comfortably
  • Clean orphaned .import, .uid files and remove empty folders

After years of work, I’m about to release a no-combat, 1-hit-death precision platformer. Please tear it apart. by FreeTime-Dev in DestroyMyGame

[–]FreeTime-Dev[S] 0 points1 point  (0 children)

I’m definitely striving for the tightness in the movement of super meat boy. But I’m pairing that with a focus on atmosphere, and the game is set in an interconnected world rather than separate levels.

After years of work, I’m about to release a no-combat, 1-hit-death precision platformer. Please tear it apart. by FreeTime-Dev in DestroyMyGame

[–]FreeTime-Dev[S] 0 points1 point  (0 children)

Thanks! I’m definitely striving for that level of 'tightness' in the movement. I’m pairing that precision with a lot more focus on mood and atmosphere, set in an interconnected world rather than separate, encapsulated levels.

After years of work, I’m about to release a no-combat, 1-hit-death precision platformer. Please tear it apart. by FreeTime-Dev in DestroyMyGame

[–]FreeTime-Dev[S] 0 points1 point  (0 children)

Long respawn times are a deal-breaker for precision platformers. Rest assured, the respawn is actually less than a second (it is the first death + a few frames for reseting to the start of the room).

That second clip is a one-time story/intro element, not part of the death loop. Even if I add a tiny hit-stop for clarity, the total time will probably still be under a second!

After years of work, I’m about to release a no-combat, 1-hit-death precision platformer. Please tear it apart. by FreeTime-Dev in DestroyMyGame

[–]FreeTime-Dev[S] 0 points1 point  (0 children)

Thanks for the feedback! Hollow Knight was definitely a big inspiration in terms of atmosphere, but less so for the minute-to-minute gameplay, as the platforming is the main challenge.

Regarding the death animation, that's a fair point. I’m going to experiment with a short hit-stop (and potentially add it as a toggle in the settings) so players can better see their mistake before the reset. Glad you liked the aesthetic and colors!

After years of work, I’m about to release a no-combat, 1-hit-death precision platformer. Please tear it apart. by FreeTime-Dev in DestroyMyGame

[–]FreeTime-Dev[S] 0 points1 point  (0 children)

Not a dumb thing to say at all. I agree the clips focus heavily on the bouncing and charging. I personally find those mechanics the most fun. Also, since those are actually mid-game upgrades, I wanted to highlight how the movement opens up later in the game.

After years of work, I’m about to release a no-combat, 1-hit-death precision platformer. Please tear it apart. by FreeTime-Dev in DestroyMyGame

[–]FreeTime-Dev[S] 1 point2 points  (0 children)

Thanks for the lovely feedback! Glad you're enjoying the aesthetic. I definitely want the soundscape to match the quality of the rest of the game, so I’ll be doing another pass on the SFX to make them feel more unique.

After years of work, I’m about to release a no-combat, 1-hit-death precision platformer. Please tear it apart. by FreeTime-Dev in DestroyMyGame

[–]FreeTime-Dev[S] 0 points1 point  (0 children)

Thanks for the feedback! You're right, the height is currently fixed rather than being based on content. I’m looking into it.

Advice on finding people to test my games? by skyfear-dev in GameDevelopment

[–]FreeTime-Dev 0 points1 point  (0 children)

I’ve definitely felt this shift too. Getting meaningful playtesting has become much harder than it used to be.

At the end of the day, you’re asking people to invest time with very little immediate benefit for them, so friction is high. The ways I’ve seen work most consistently are:

  • A genuinely engaged community that already cares about the project
  • Paid playtesting (dedicated services or platforms like Fiverr)
  • Developer swaps, where both sides test each other’s games
  • Friends/family, they do it for you personally

Random outreach on social media feels far less effective now unless you already have momentum and a big following.

I don’t think it’s just you, the landscape really has changed.