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(3 edits)

Thank you for all the valuable feedback!  This is start of me prototyping a personal project and I'm definitely finding out what parts worked and what parts didn't.  I wanted to really embrace the space setting by dynamically using zero gravity, lack of oxygen, and electricity as ways to help shape player progression.  It ended up being more work than expected and a month was less time than expected.  Now that the core is done, but needs refinement, I'm hoping to have a better and longer showing for Super Metroidvania Month in May!

When I was playing Pearl of the Deep I appreciated that you used water to gate player progression similar to how I want to use lack of oxygen and zero gravity.  Your game is really great!  

The player character can only absorb red energy, I plan to make that more clear.  I'm happy to hear that you falling out of bounds resulted in the player dying, it's a nice side effect of the space setting.  The zero gravity room you're intended to use the charge shot to power on the door on the right to exit, I will make sure the future zero gravity tutorial room is better.  I think expecting the player to charge shot the door to exit is a bit too much and I should instead make something like a hole in the ceiling that leads back up to a floor with gravity to teach it.

Do you remember which door closed on you to knock you out of bounds?  The doors should not close until the player moves far enough away from them, but I bet if you leave its trigger but then return back fast enough it can close on you.  I'll make sure to add an extra check when the door starts to close to make sure the player didn't come back.  

I think a number of the issues you faced are actually a side effect of the charge shot not being present.  Having it is what triggers the bird to appear, and you cannot escape the zero gravity section without it.  I'll get this ironed out.

Thank you again for the detailed feedback, it helps me a ton!