Super fun game! The flavor text in the upgrades is also a nice touch. Not sure if I was getting stuck on something but it felt like the boss room had some invisible walls? Also, would have been nice to be able to navigate the skill tree with WASD, but maybe I'm just too lazy to click around or move my hand to the arrow keys, haha.
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Thanks for checking it out!
WASD navigation should be an easy addition, but I honestly figured just using the mouse with keyboard controls would be easier. But I can get it in, for sure.
I do have some colliders on the outside of the boss room, since it's only supposed to be confined to the circle, but that should be it. I can take a look to see if there are any whacky collision issues and get hopefully them fixed.
And I'm glad someone noticed the flavor text! I like to put at least a little bit of story in my games, but this one didn't really feel like it would have a natural place that would interrupt the main flow of gameplay, so I settled for a middle ground, taking the Dark Souls approach and giving some upgrades a little lore blurb, in case players were interested and payed enough attention in the menus. But this is the first time I've seen anyone mention it in the feedback so far!
Thanks for taking the time to play, and for the helpful feedback!
Haha, yeah I'm a sucker for subtle storytelling so the lore blurbs really caught my eye. Also, I think I figured out why it felt like there were invisible walls in the boss fight. For some reason when I first load in, I'm unable to go more than a few pixels left right or downwards (ASD), as if I was locked in a small box. I'm guessing this has something to do with triggering the start of the boss fight, since Kronii only starts fighting once I move upward. Once the fight starts, there's nothing blocking that area I started in, which is probably what made it feel like there was an invisible area in the start.
Ah yeah, I boxed the player in on start of the boss fight on this build of the game . I've changed it so that box is removed on the upcoming build, but of course I can't upload it yet due to the restrictions.
When I was building it, I wasn't sure what I was thinking, since I could just adjust the trigger to fire on exit instead of forcing the player to walk forward, and I do think that's caused some confusion for players. With the next build, that's how it works - the fight will start no matter what direction you walk once you leave the spawn area.
But its already fixed, just suck in limbo for now, sorry about that!