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(1 edit) (+1)

Beautiful game. Audio and visuals were very nice. Gameplay felt pretty good overall. 

I think an issue with the crystal lasers is that the only way to tell if you've dodged it is by watching your health bar. There is no difference in the visual effect of the laser whether it hits or misses the player, it tracks the player the whole time. The visual effect of the laser should miss the player if the attack misses. That would clear up a lot of confusion I think. Also, it needs a signifier to inform the player that they are about to be shot, like a charge up sound, lock on sound, or just some sort of precursor audio or visual effect to let the player know they are about to be shot at. The only way I could time my dodges was based on the timing of the shot that came before it.

I realized dying had no real consequence other than placing me back at the start so I just started ignoring the crystal lasers, tanking them while I gathered the loot. And started killing myself to reset my health or reset me back to a high point to try and reach more skyrings or glide to somewhere else high up. It felt like I was cheesing the game a bit. lol.

I got the runestones, skyrings, 100 musical notes, and the key, but I could not for the life of me figure out how to reach the door. I could see it on top of the hill at the far end of the map, but I couldn't reach it. I saw the floating platforms, but could not reach some of them and found platforming across them extremely difficult. 

The last cache of musical notes tucked on a ledge in a corner was very hard to find and I almost gave up. I only checked that location because I thought the cubes next to it might have been something.

I also found a few "caves" at the perimeter of the map while looking for Maxx, but all I found were a few ways to get out of bounds of the level. lol

Fantastic entry. Wish I had been able to finish it.

*Edit: I just watched your Sentinel Crystal Strategy video and... I never realized there was a double jump. I did all that without double jumping once. No wonder I found the platforming so difficult.

(+1)

Wow some good notes here. Some of these I have corrected in the new build (which I cant upload yet). So I added a player HUD that gives off a warning when player is coming in range of the crystals aggro, and displays a transparent sphere representing the aggro range. Then an alert pops up to tell the player that the crystal is about to fire. The player rolls on that visual cue. I also added camera shake on hit with the blood overlay. It all seems to work very well to me and helps understand how the lasers are acting. I also need to add player lives so dying will have consequence. Thats a good call. The platforming also needs more attention and better design.

Thank you for playing and also providing the feedback, This really helps!

(1 edit)

Those laser changes sound great! 

I think not having lives for the jam game was probably the right call. Makes it easier on the player if something else in the game is frustrating for them or accidentally too difficult. But adding lives after the jam is a good call with all the quality-of-life updates alongside it. 

I think the easiest way to improve the platforming on the moving platforms would probably just be to make the platforms bigger, if you don't want to do a bunch of character locomotion tweaking.

Edit: Also, was there one of the glowing orb things that tell the player about double jumping? I don't remember running into one. I had no idea double jumping existed until after I quit. Would have made the platforming at least a bit easier had I known it existed. lol. I kept trying to use the glider to extend my jump and it never worked out great.