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Thank you for the feedback! Yeah I’m not really happy with some of the level design choices that I added in the game, you can pretty much tell exactly where and when we ran out of time and rushed to finish (the last level). I also wanted to put in the key/door mechanic somewhere since we spent time implementing it but that spot wasn’t the best place for it and we have gotten a bunch of feedback on it.

The wave initially was only going to exist in just one level but we decided to expand it to the entire game to fit better with the theme but yeah it needs tweaking for some of the levels where it’s just an annoyance. We had an idea for a level where you only get the wave to traverse but it was too frustrating waiting during play testing and if I sped up the wave it would go to fast and couldn’t be used for traversal.

For a final challenge we were going to have the player run all the way back to the beginning in an escape sequence and wanted the existing challenge levels to prepare for that. It wasn’t that interesting in play testing so it was scraped.

As for the spikes the collision is definitely an issue because it just checks if the player enters the tile to kill, which isn’t very forgiving. Initially it was more precise with each spike having it’s own collision box and processing, but the game started lagging with the hundreds of spikes that could exist on screen so I moved the check to be on the player position instead.

I’m most proud of the boss level and I really like how it turned out overall so I’m glad you liked it!

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Yeah, learning to let go of things you've already sunk time into making. Good thing that you managed to scrap some features that didn't work though. The key system could have been used on the challenge roomsto get a still use out of making the system. The key could replace on of the trickier nearby runes so you'd still get some use out of the system and wouldn't need too much forced backtracking. Oh and forgot to mention that one of my tries on the boss level, I actually found and got a key there which was a bit confusing and probably made it harder for me to figure out what to do. The real solution was easier than the key being there implied.

I'm not all that familiar with tile systems (especially on Godot which I pretty much just got into) but I'm pretty sure you can do composite colliders so that it'll bake them in to a single polygon instead. And of course you could always just do it manually too. Have the spike tiles be purely visual only and then add invisible killbox areas on top of them. More work of course to do it this way.

Yeah the escape sequence would have needed something more than just to go backwards the exact same thing. Quite a lot of the levels were not designed to be bi-directional. And they would even need to be harder on the way back, I think it would be pretty much the opposite and it would be just a smooth run back. Same kinda goes for repeating the same thing in a mini form on the challenge rooms. The rooms could maybe start caving in, thus adding more dangerous obstacles to make the run back trickier.

Oh yeah and the challenge room rewards started gotting stale after a few of them as it was always the same time reduction which getting diminishing returns too. It was just the completionist part of my brain compelling me to go finish them even if there was no much use. And on that same vein, it would have been nice to see the rune counts a bit better on UI. Often you couldn't really focus on the pickup number as it was in the middle of some tough platforming so it could have used a permanent place on UI. It should have also shown the total amount up to the end of that level (including the challenge rooms) so that you'd know that you're still missing some before exiting. Still annoyed about those missing five.

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Talking about the rune counter I agree it would have been nice to have as a UI element in regular play, though we did have the total room amount and how many you had within the pause menu screen, it wasn't very intuitive to find.  That's the only way I could make sure I found them all when I was doing my last playthrough of it. I also didn't use a mouse, just the arrow keys. I wonder how much that affects the difficulty of making precise jumps.

We had planned on different upgrades too and showing them as UI elements as well, but didn't have enough time to implement. We also had some more levels and mechanics like spinning lasers (also fire, electricity, and irradiated water, and of course more enemy types) that we didn't get to add, and that could have been something that turned on if we wanted to keep the backtracking. I do really like the idea of the hallways crumbling and maybe having a more open layout for levels and the map in general so that traveling around isn't so unidirectional if we ever revisit this game again. Something more along the lines of Rainworld maybe. 

Side note, we didn't really optimize for mobile, but it is possible to play on it. The only problem is that you don't have regular movement, only the jumps, but I do think it'd be a really interesting challenge to try and beat the game in a Broken Legs Run or something. Definitely Rage inducing. It's hard just getting the first pulse lol.