Wall Rush
You are a participant to the TV show Wall Rush! Guided by its host Viktor Fromage, you'll go through a series of walls by adjusting your shape and body type.
Inspired by the iconic Japanese "Brain Wall" (or "Hole in the Wall") TV show.
Note: if the game freezes for a long time on launch, that's "normal". Let it load the assets and go get some water in the meantime.
Default Controls
- Left click on a bubble to select and then move your mouse to move a limb.
- Rotate the camera with right-click. Facing a side of the character will make you able to move the limbs depth-wise.
- Q and E to grow your muscles or show your more feminine side. R to reset to default body type.
- T to reset pose to T-pose
Credits
Olemonade - Sound Design
JohnGabrielUK - Music
Gourdfarm - 3D/2D Art
Moonfallsgravity - 3D Art
Sevadusk - Programming / Game Design
Vikfro - Programming / Game Design / Voice Acting
Zaraza - Programming
Submission for the Godot Wild Jam #77 "Metamorphosis".
Non-produced assets:
- Cursor and input icons form Kenney assets
- Ba dum tss from random royalty-free YT video
Comments
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Hilarious, fun, and goofy! A must play, if I were in the jam I would rate it 4 walls out of 5.
Hey Genya (or do you prefer enomem?) thank you for streaming the game, it was really nice to see your reactions and how you play it. The “I wanna be Vikfro when I grow up” cracked me up and made my day. AND NO YOU DON’T WANT TO, TRUST ME
But thank you for the flattery, that’s very nice skills to have as a streamer keep it up :D
Btw just to clarify something Sevadusk said, there’s IK implemented in Godot with the SkeletonIK node (3D only). So I wasn’t starting from scratch, thank god(ot). I mostly had to calculate a target position based on bones position and how you move your mouse. Also some “bone dependency” code because moving one bone sometimes needs to update a child bone IK.
I Made like 3 versions of varying trigonometry complexity, for the final one I dumbed it down and changed my approach a bit due to deadline. The first approach was more intuitive but you couldn’t move limbs close to your core and had some annoying bugs. So now you can move them freely and cheese the game as you noticed, but Viktor Fromage does not mind that.
Not fully satisfied by it so I’ll take some time to research and clean it up. I’ll make a devlog post/video about it since there wasn’t much info available, maybe a PR for the Godot docs.
I also have to check PhysicalBone3D, it might allow me to add joints to restrict possible rotations & whatnot. It comes with some sort of ragdoll functionality too, that could be very fun to add!
great idea and visuals. bet it was really clumsy to implement all the deformations and moving but it worked considerably well for something done in a week. would've preferred to have option to play even faster and to be challenged more as standing straight is a bit too cheesy :DDD but great game nonetheless.
We have ideas to make it uncheeseable, but Viktor Fromage has a bit of an existential crisis about it given his name. Stay tuned! And thank you for playing.
Very well made polished game! Definitely captures that lighthearted vibe of the hole in wall type game shows!
Thank you for playing and the kind words!
Intrigued by your entry since I saw it in #gwj-wip. Can’t wait to try it 👍😎👍
Might be able to fit it in tonight’s stream with the other games.