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(3 edits) (+1)

Thanks for the feedback! :)

I will note the dash-off-ledge thing. The trick to perform the dash jump (assuming that is what you mean) is to quickly slide your thumb from the left face button to the down one - the game has a very generous buffer system that works for all buttons. But I will make it so that there's a window after you dash off a ledge where you can still jump.

May I ask what were the hardest parts of the combat were? Part of the strategy is to know when it's safe to attack, and figure out what moves you can perform out of what attacks (many grounded attacks allow you to jump almost immediately after swinging, for example), but with that said I still want to make the combat as accessible as possible. I will still note the checkpoint density though, as they are currently only placed at doors, which might be a bit unforgiving considering how long some of the later parts are.

You're not wrong - their hitboxes are smaller. These will be made larger, but for the time being, here's a tip: you can attack pickups to collect them!

Which corner did you fall off? You should be protected from falling off ledges at pretty much all times when in an attack state.

I suppose that's a preference thing, I'm used to pressing the left face button to dash, because I find it easier to slide my thumb that way. Don't have time to implement a button config atm, unfortunately. :(

Again, thanks for the feedback, and I take it you had a good time despite its flaws! Just curious, where were you when the controller died? There are 5 rooms you have to traverse after you break the orb!

(+1)

I finished the game 

Maybe Im a little bit disappointed there was no boss fight at the end but I still enjoyed the game quite a lot.


It turns out my controlled died yesterday just second to last room.( Also the corner to the left to the entrance of that room was the one I fallen under the map)

When it comes to last room It took me way too long to realize that in room to get left I was supposed to wall jump between two walls and wait to for right time, It might have been just me but I think It could have been a bit more clear.

When it comes to fighting I died at it significantly less today(only like 1-2 times at fighting and like 7 on platforming all in the last room) I probably just got used more to the combat.

I once again want to emphasize how much I don't like respawning with only half heath, It just makes that after respawning you need to round around the room for like 15-30 s to breaking pots hoping there will be health there. I don't know why you think that losing some progress was not enough of penalty for dying.

Also a little thing that annoyed me a bit , when you land you maintain speed which is cool for running fast but when you want to precisely land on something I would end up running off it.

Sorry If I come off as overly negative but I want to point out all the problems I had so hopefully it would allow to make this game better.

(1 edit) (+1)

Don't worry, this is all valuable criticism to me, especially since I will be submitting this to a contest soon!

Ohhh, I see, you fell through the map... I've been trying to recreate that bug for ages now, but it just won't show itself, lol.

Regarding the health, the way it works is that you only start with 50% health if you entered the checkpoint below 50% health - if you had above that, you start with whatever health you had touching it. It was designed that way because I thought it would at least be better than potentially restarting with 1% health, and didn't realize what problems that would cause. But it's noted now.

About maintaining speed on landing, you can let go of the analog stick before landing to almost instantly cancel your momentum. There is actually a hint in one of the rooms right after you get the scythe telling you this. Noted, though!