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(+1)

Wow, thank you so much for the video and writeup.

- why pause when taking damage? were you trying to fuck with the physics system, or did you just want to see the player damage hitmarker?
- nice attacks, you have a pretty good grasp of the movement and gameplay
- I forgot I left that "be mean/be nice" dialogue choice with Steven in there, that was from when I was testing the dialogue choice system. but I'm happy and impressed that you found it as well as the "secret" Tara dialogue where she's conflicted about wanting to make it back up to the surface
- the dialogue you couldn't get to with Steven near the roof of that cavern in the Deeps isn't anything important. they recite lines from "out of touch" by hall and oates, but with "touch" and "time" replaced by "sludge" and "slime".
- really nice job on the Richter fight. I was worried I made it too hard when prettysober streamed it, but you knew how aggro to be and how to abuse dash and keep him in hitstun.
- you got the speedo from Rob's shop, I forgot to take it out. I think I need to tweak the biker race, I nerfed the player's divekick recently and that might have contributed to it.
- the downwards kick at high speeds is an insta slide, so you don't need to jump. i'll add a control overview in the next update
- not sure what the issue is with that tilemap artifacting, I haven't seen it before. It looks like you're running the webGL version at a high resolution, which I can't really test myself.
- D-pad meteor and orca issues are weird. Thankfully I can test those.
- very impressed during the Rena fight. nice usage of the landing-canceled forward air to extend the hitstun. you beat her faster than I could, I fuck around a lot but it usually takes me at least 2-3 ring breaks.
- Map camera movement issues are fixed but unreleased
- I'll add knockback to the thorns
- Rena and Penelope are the end of the game's content for now
- I'll add eyes to the slimes when they're idle as well

Thanks again, this was really helpful.

(+1)

>- why pause when taking damage? were you trying to fuck with the physics system, or did you just want to see the player damage hitmarker?
I had a moment of wondering if I could break something, like the one bit before going into town for the first time, trying to build up a lot of speed to maybe bypass the barrier or assigning weird/redundant buttons to things in the menu at the end.

>-- not sure what the issue is with that tilemap artifacting, I haven't seen it before. It looks like you're running the webGL version at a high resolution, which I can't really test myself.

I was running the vapor-trails-win-exe downloaded version if that helps.

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>I was running the vapor-trails-win-exe downloaded version if that helps.

That's interesting. I'll try to replicate it then. Thanks for trying to break stuff too, it's nice to see someone try to pick apart the game.