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A jam entry

Wanderfall Demo (1)View game page »

Demo of "Wanderfall"
Submitted by WanderFall with 3 days, 56 minutes before the deadline

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Visit Wanderfall Demo (1)'s game page

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Comments

(Edited 1 time) (+1)

In addition to the things said below...

*Your projectiles penetrate walls.
*Having extra logs is misleading. I thought I needed to gather more logs for a bridge, not a raft.
*If you had scrolling inputs coming towards your menus, it would be more obvious that the magic was a rhythm game instead of a set of options.
*Controller input works for movement and nothing else. Might want to disable it so people don't get the wrong idea.

Congrats on making demo day, VLCwizarddev

Developer

You make some good points and I thank you for the feedback, it means alot to me that you'd take your time to play it.

But the magic isn't a rhythm game, it's simon says (hopefully adding music cues and different colouring will help highlight that)

I can't disable the controller input stuff as it's just defaulted to wasd is seems, I haven't enabled any sort of controller input it seems to be back-end engine stuff.

(+1)

I walked on water over the river and completed the demo.

A short, but definitely an experience that makes you think on how if you work towards your goal, you can achieve anything!

Unfortunately it's unplayable on Intel HD 3000 graphics (<5 fps); I am sorry. :( 

Developer

:(

(Edited 1 time) (+1)

I did a playthrough of your demo.

Apparently you can just move through the water without making a bridge, also I'm not sure how the fishing works since it doesn't tell me if I actually caught a fish or not.

Developer

Thank you so much for playing it. 

The fishing thing seems to be a bug, in its current stage it is supposed to print out text telling you you caught a fish if you did, and if it got away if you didn't. However from your game-play it's evident that didn't happen and I'm unsure why, this will be fixed when a proper "wow you caught a fish" screen is added.


As for the water thing, I'm absolutely clueless as to why it creates the collision box for the begining of the animation and the end frame of the animation. It is what it is and I'm sure is a simple fix, as most of these seem to be. Thank you again for taking your time out to make a vid of your play-through, seeing how other people interact with my game helps me immensely.