A downloadable game for Windows, macOS, and Linux
After the crash of your airship you are the only survivor in a mysterious desert, the air is dry, and the water is lacking.
Dry path is a 2D / 3D exploration third person platformer game.
The gourd at the top right of the screen represents the remaining water, if it is empty, you will pass out.
To recharge the water there are some sources on the map, but it is also possible to take the water in certain elements like cacti.
Languages : English / French
Playable withgamepadorkeyboard/mouse.
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Status | Released |
Platforms | Windows,macOS,Linux |
Rating | Rated 4.4 out of 5 stars (51 total ratings) |
Author | pixel-boy |
Genre | Adventure,Platformer,Survival |
Made with | Aseprite,Godot,FL Studio |
Tags | 3D,Atmospheric,Exploration,Fantasy,Low-poly,Pixel Art,Short,Third Person |
Average session | About a half-hour |
Languages | English,French |
Inputs | Keyboard,Mouse,Xbox controller,Gamepad (any) |
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What a fun little game, beautiful graphics, very reminiscent of the early Paper Mario games. Loved the water function as a way of keeping you engaged while exploring. It did take me a bit of time to understand where to go at the beginning due to not really understanding the "Follow the star" prompt from the villagers at the beginning, but that wasn't a detriment at all because of how much fun I was having just running around and exploring everything. All around great game, highly recommend to anyone looking to kill half an hour (or an hour if you're slow like me). I'll be watching what you guys come out with next!
I loved exploring the map and finding fountains and NPCs when I was lost. Also finding multiple NPCs before even knowing what to do to proceed was quite nice because I felt like I was getting familiar with the world and knew what to do when I made my first trade. It was pretty immersive even for a 20 minutes game. Finally, having to be aware of the water level made the experience more threatening and thus fun. Big GG for the team !
wouldn't creating load zones help the performance? i suppose you dont need the opposite part of the map loaded at all times, for example. You could divide the maps into regions and only load the ones that are either touching the region that you're currently in or that are within render distance. And in case it breaks any of your scripts, perhaps also the one that has the checkpoint. Really there is no good reason for not doing that.