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Nice work! I really enjoyed this, the vibe is great and I the design was good. I hit a number of bugs, the keys, stamina, and possibly more, aren’t restored on save. I got an extra stamina (at least I think that’s what it was) falling down the chimney in the house but it didn’t have an affect.

Leaving the house after entering crashed the game. I’m guessing now that this wasn’t intended but on the second floor of the house, there’s the garden view; I wall jumped out then it crashed opening the door on the far side.

The shadow enemy on the second floor on the way to the upper chimney doesn’t ever go away, I can just keep hitting it.

I couldn’t figure out how to power the two locks on the central door in the house and gave up after that.

A couple polish points, definitely wanted more feedback on hits, and at least a little motion when attacking. Probably have the doors swing in against the wall so they don’t push you weirdly as they swing open. The house entrance had a lot of z-fighting, I assume the floor and several walls accidentally got duplicated.

Again, I really enjoyed this, I got the save softlock with the first boss, so did the whole thing again, got demolished, then the whole thing again and figured out his pattern (also, some health indicator on him would be nice, though him getting clearly hit was good so I figured I’d eventually get him and I did). Would love to see this polished up!

I appreciate the feedback and the kind words, the pickup that resembled stamina was intended to be similar to a heart piece, with one in each zone, and only after collecting them all would you get an extra stamina. Crashing on trying to exit the main house area absolutely wasn't intended and I'll be sure to fix that in a post-jam update along with the shadow enemies not despawning. The large gear door in the main hall was meant to be powered on by going through the final zone but, as the final zone is unreachable, that is not possible. The textures on the opening room flickering was most likely due to how I tried to circumvent godot's automatic collisions not working properly so I'll look into that as well. As for the boss HP, I was taking inspiration from classic Zelda where there aren't hp bars and you're more meant to get a sense of how far you are in the fight by the boss's routine but definitely didn't show it on the first one so I'll probably reduce his hp for a future build. Once again, thank you for playing, I really appreciate all your feedback!