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The game breaking bug you are talking about is not a bug. You're actually just activating the respawn of the ennemies that avoid you being stuck. I was also a bit confused at first when I played the level, but it is just a safety to avoid you softlocking yourself on the section with a strangely placed respawn detection spot.

Initially it was thought to have 4 levels. But due to an internet shortage on my end happening halfway through the project, I was unable to work properly on my part. Which slowed everything down. The extra time was spent on actually making a level. The game was supposed to be rather different.

Well, you can thank merrilee for the music (and also sfx). I am the one who drew the UI for the pause menu (and set the darkenig effect on the qui & close buttons upon clicking on them), the modular settings were added by eshevek who worked on the code and had to build the level.

Oh gotcha, that makes sense - my bad haha. I'm sorry I didn't finish the level, I might have to give it another go. I had just run into another bug where the camera didn't follow me properly to the next area, so I was too quick to think "oh, it's a bug"; oops. 

 Sorry about your internet, that sounds frustrating for you & the team. But you shipped a game at the end of it all, and that is really cool! It's a really neat little game with some good potential.

That's fine. But the camera part does is a bug, if you're idle during the camera movement it should be avoided, but whenever it happens you can just run and jump to the left until you reach the spot where the camera got stuck at and it'll go back to normal (I think I told the dev about it, I have no clue why this happens though). It's the ennemy respawn that isn't a bug, just strangely placed respawn detection spot

Thank you, I am glad you see it that way
Also I do plan on making a better version of this demo eventually, and maybe even a full thing