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Thanks a lot for trying my game out!

The collision problem is a tough one, I've seen that one before, but I always could get out of it by walking/jumping. So I didn't found it crucial. But thanks for the suggestion!

The sword/knife is intended to be a little risk/reward. Though the main reason why it's so short is to prevent to attack through obstacles that are behind a block. Perhaps I can find a way around it.

Been able to restart right after dying is a good idea! I'll look into that.

Most of the background objects are sprites, so they're not designed to be interactable, it would make more sense though considering the red flower is around the same size. 

Noting down all of these to look into it, huge thanks for the feedback!

"Though the main reason why it's so short is to prevent to attack through obstacles that are behind a block"
you could make sure there's no collision with any obstacle objects before it can interact with other things. Just some ideas. I love metroidvanias so I have enjoyed most things so far. I'll give it another try later today. Thanks a lot for the prompt reply btw!

Oh, one more thing, and I personally know this can be a pretty annoying thing to tackle, though I have solved it already for my games:
Implement custom controls. This will allow everyone to play your game however they find fit. Trust me when i say this, I know this is easier said than done, but you'll be glad you implemented this once it's done(hopefully).

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I'll look into this, thanks for the suggestion, and glad to hear you're enjoying it!

Customizing controls was already an idea, but it's for sure tricky to implement. Going to give it a second look, and see if I can apply it for the gamepad as well.

Hey, I've recently updated the game that includes a few changes from your feedback, namely the knife's range and been able to restart through the pause screen.

Feel free to try it out, but be aware that you'll have to start from the beginning if you do.

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Hey, I'll give it a try for sure!
Thanks a lot for keeping me in mind :D.  I just saw this message.

Maybe instead of having the collision mask change when taking damage, you could set a “hit cooldown” variable that resets to a certain value and increases over time, and will only allow health to decrease if it’s above a certain number? Just a thought, I hope this helps! :)

There actually is already a hit cooldown present, as long as the character flickers red after getting hit, you shouldn't be able to get hit again.
Have to say, I have difficult times reproducing the collision bug myself, even after getting hit constantly when right behind the wall.
Maybe I'll give it another look at it to see if it's possible again.