Daaaaaaaaamn holy! (in a good way xD) Thank you sooooo much for your massive input and feedback on our game <3
Thank you so much for your words on the intro animation. To be honest.. I am not much of an artist, but I tried my absolute best and would consider it as my current "magnum opus" hahaha. I really improved my artwork with this jam and even noticed how much I stepped up from the "Level 1 - background design" to the "Level 2 - background design". So I really appreciate the positivity and thank you for the motivational boost :'>
We planned a lot more narrative design and environmental storytelling for the game.. Unfortunately to the lack of time and.. Lets just say private circumstances we were not able to integrate the theme "Kill the rust inside your heart" more.. Some assets too (like soundeffects and some other art assets) are ready to go and only need to be implemented! We'll work on the game after a break and add a lot more features and even planned a bigger "Wiwi-DLC" with more lovels, more content and basically.. Finally integrating the stronger narrative to the game! (Joke name between me and Pika, the other developer xD)
Thank you for the input on the gameplay as well! You are totally right, we first wanted to integrate it as a parry, but unfortunately ran out of time yet again, to fully make it work the way we wanted it to be :< Right now, its just a "Heavy-Attack" which is way slower but deals a lot more damage! In the later DLC we want to make this ability unlockable by defeating another boss and basically mendatory to proceed game progression and reaching another level! (Same thing also with a dash mechanic)
Thank you for your suggestions and duely noted on the hitboxes and animation time! We also plan to add sounds for taking damage, so the feedback is way more transparently communicated with the players! Another thing to add is a bug in the game we were unable to fix.. The so called "Vision-Bug". Basically if the player hits an enemy, all other invisible "Vision-Hitboxes" from the enemies hurt the player, once they entered it.. Which was rather annoying! (╯°□°)╯︵ ┻━┻
Buuuut, we fixed it and will upload updated, once the rating-phase is over! (Fun fact for you: It was just one line of code to fix that issue ;-;)
Ouuuuuh, I am sorry for the issues and that you were not able to get past the "Chroneyes" (Hourglass eye thingy xD) Basically what we wanted here is the player killing 5 frogs (for some reason it activates after 2-3) and after that you unlocked the double jump. You can leave the screen after that when it says "GO!" by going either left and right leaving the screen and returning to level 1. With the new double jump, the player is able to get up and proceed to level 2.
Again.. Thank you so much for your suggestions to the gameplay, positive words and taking your time writing your feedback.. We really really appreciate it and what I can tell from my side.. With your text you really helped me to stay motivated, keep drawing and game designing in general..
All the love <3 ~ KitsuneTuzak (Alucifex)