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(+3)

Okay, I figured out what was wrong. This was that "Level 4 glitch" people were talking about so vaguely. In the game jam build, even if you catch every ingredient in every level, an exit appeared. This wasn't supposed to happen, because you were supposed to play with Bedbug until she asks if she can kiss you. This was fixed in the post-game jam build, so there is no exit, and you're forced to play with her until the day changes.

soo.... pre-jam is... broken? or.... I'm alittle biased since... well uh, I've been going at for for about... 2-3 hours. and farthest I got was literally THE chase scene. panicked not realising she was slowed to a crawl... and slammed into an imp and slid into plaything ending... that gauntlet is... BRUTAL, I swear I've been fine and I'll take a hit and times where I've fat-fingered into one  and I live as they phase right on top/through me.

Do you mean the post-Jam? There isn't really a pre-Jam version, just the one made for the game Jam (which is pretty buggy) and the bugfixed version I made after the judging period (which may also have a few issues, but not as many). But the Jam version is pretty broken.

In general the enemy collisions can be really weird. They're supposed to deal damage when you touch them, but sometimes the game gets a bit confused while they're moving and they'll just kind of slide right by. All in all I feel like their hit detection is generally reliable, and trying to make it perfect would be an immense headache, so I likely won't be trying to fix it. 
And I wanted the end segment, particularly the Maze, to be fairly challenging. I had a few reports saying it was too easy, so I made fewer healing opportunities. If it's still giving you trouble the best advice I can give is to take it slow and really keep an eye on the Nymphs' movement patterns. 
As for the Chase itself, it can be a lot more difficult when BB is at a higher weight stage. She herself is, as you mentioned, slowed to a crawl, so she'll have the runway flooded with Nymphs. The trick is more or less the same as the maze, as in you'll want to try and take it slow. 

I'm working on a few more QoL adjustments for the Post-Jam and Browser versions, which will include saves just before the Maze and Chase sequences. Hopefully that'll help.

*sigh* yes, the 'for jam version'. Now that I've kinda stewed about it...  (played the impious  demo, cool stuff. really liked the lore and kinda looking forward to seeing some of those spears used on our imp pc later down the line by some kind of task force or something) nonetlhess it probably more of the sense that I was getting in my own head at that point. I've cooled off and I'm gonna try to make another crack at. it

(+1)

oooohkay..... so, after carefully, carefully... completely making it through about 3 seperate times... (successful attempt taking 27-ish minute if I'm reading my save , probably not considering my last comment being 30 min on the dot so maybe... not also, we're NOT talking about the unsuccessful ones. all of them in the maze. Cheesus Crust ALMIGHTY that thing is attrocious when the top left 'gates' of imps get desync'd I had one or two runs where one would always be closed oml I was tempted to rollback because they happened enough to sometimes force a hit) I haven't watched the ending yet to keep my critique fresh.  The maze.... cute design but the loops on top left... you... weasel... Once, fine. Twice.... aight, fair, but THRICE??? you're being cheeky.... >:3 wrapping this up... cool game, awesome sprites and golly if that bouncing food truck sprite wasn't cute... Dialogue, chef's kiss.  lemme get my ending an' I'll be back , buster!