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Thanks for playing the game and for such a in-depth review. I will try to awnser in the same way you did so it’s less confusing.

  1. Sadly I have not played this Super Meat Boy, I might have to try out after this jam’
  2. Yeah I relised that too late, so I commented it on this page but sadly it’s been buried with all the helpful reviews, too bad you can’t pin a post. The artist is credited in the dev log though.
  3. That’s a good idea but I don’t think it would work in my game as even if you could access level 8 for example you wounldnt be able to play as there aren’t any cubes in that level.
  4. I’m not sure what you mean about controls? There are WASD so no that probally wont work on your keyboard. Like you said I did add arrow keys as some players prefer that as there method of plat forming.
  5. Yeah, I probably could have improved it though
  6. That lighting took for ever and it completely broke my project’s resolution (luckily I had a backup) Also the shadows that I wanted wouldn’t work for some reason, so I had to edit the URP shadow scrip to force it to work, but my changes were just overwritten. The struggles of unity 2020 onwards aye?
  7. The players were some of the art I did my self, adding “up eyes” would have been a great idea (eye-dea) as I was missing a jump animation.
  8. Yeah that wasn’t intended or even shown in the editor, so I’m guessing it’s a webgl rendering bug
  9. This is most likly a physics bugs that was over looked during my play tests
  10. Haha :) Fun fact, I couldn’t find what to make the rift out of so I just used a icon from the editor and added some distorted lights and spun that around.
  11. Yup, definitely need to fix that
  12. Another game I might have to play haha
  13. Yeah I had it down on my todo to redo the music and add some sfx 
  14. Spellings going to be the death of me lol
  15. Yes you can go back as that is what the red portals are for, this was explained in the tutorial part but it was kinda off to the side so you might not have encountered it; there is an issue where the cube starts at the start of the level instead of the end where the reasonable place for it to be.
  16. Yes you can switch to it early, I purposely left this in as it could be a technique used if you want to beat your previous time.
  17. Puzzle design is quite hard and I needed some use of the green cubes ability’s other then get the black cube to the door, and the only way for the green cube be able to progress was if it could get back to where it was launched by the yellow cube from
  18. Yes the level comepletion needs to be reworked as initially I liked the idea of having to go back through the levels when you relise that you shouldn’t have left green cube behind or somthing, however the way I designed the levels didn’t reflect this in a playable way.
  19. Yeah, gotta make it have some humour
  20. The second jump is intended otherwise the yellow cubes ability is the same as a normal jump make it pointless. That super jump is a physics issue that needs to be ironed out
  21. Mentioned above
  22. Yeah the cubes breathing animation can cause some weird issues with the box collider, I did encounter this through play tests but couldn’t find a fix
  23. That is something I will have to redesign in the level
  24. I assume you meant on the checkpoint? That happens becuase of the way the loading works as the cube will be loaded after the check pint has had time to reset. For the main levels all the cubes are loaded first then it disables them if there not present and after that it cycles through them to the active player.
  25. The reason it was hard was becuase level 5 was long and eventful whereas level 6 was a bit shorter, so I had to keep it interesting. I do admit that I should have added a tutorial tip saying something like “if only there were a cube that could be used to make the platform bigger”
  26. That was going to be used to let the green cube through so that it could help the balck cube get to another button or something but I couldn’t find a way to fit it in without it being too repetitive 
  27. As stated before I do need to rework this, also every cube is need to compelrte level 9 as it has a sort of symbolic ending (I won’t spoil it)
  28. Your progress is saved but keep up the great ratings of games. I too have been binge rating (almost at 200) but none as in depth as yours as I usally only write about a paragraph

thanks for playing and glad you enjoyed it :)

Hey there! I am super late for about everything I have to do, just passing by. XD Thank you for your long answer! A quick (? XD) reaction to some points you raised. (Some pseudo-numbered lines to keep the numbering and indentation right… Not sure you can do otherwise, as there is no HTML code editor for game jam comments. ._.)

  1. Super Meat Boy is only moderately related, through the bonus optional unlockable characters system. Still a great (and famous, I think) game, help yourself to it. :)
  2. Too bad I see this so late, but this could be useful to you (and others) in the future: you can actually edit your game jam form, using an upper-right button. This was nothing serious here, luckily. :)
  3. I was thinking putting all necessary cubes at the beginning when using this feature.
  4. On the contrary, it does work with my AZERTY keyboard! :) So, maybe you are not aware of it, but you must have used layout-independent programming of the keys. Many games do not!
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  12. Contrary to Super Meat Boy, The Lost Vikings is totally related to your game, so yes, it might inspire you or/and give you a comparison. By the way, I know the music is at least partially different between the Super Nintendo and Sega Genesis versions; there is also a sequel, The Lost Vikings II / Norse by Norse West: The Return of the Lost Vikings, which I thought was easier and less interesting (this might only be me, double-check that!), and has CGI graphics on its PlayStation version (I also prefer the music from the PlayStation remake version; while the first episode had awesome music by Charles Deenen, the second one had different composers on the Super Nintendo). This game was made by Silicon & Synapse, which is… the ancestor of Blizzard. ;)
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  17. Fair enough, especially since the mechanic/tip is explained in game. I think you did an awesome job with the amount of level design! :)
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  27. I want to see that ending!! :o I had written down to finish the game, I will probably get back to it (although I am afraid my progress is now really down in the abyss XD). I may check the end in your videos if I do not make it!
  28. Weirdly, I had checked and it seemed to me that my progress had vanished… Either I was mistaken or there was a (Firefox-related?) problem. I will come back to it!

Thank you again for the game; I may not have stressed enough in my initial review that I was impressed with the amount of content you poured into the game. (Mine seemed shameful compared to it, as a small late entry! XD) Keep up the good work!