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Thanks for replaying!

That's awesome. The camera moves MUCH faster not so I guess it doesn't feel as slow even on low FPS.

Yeah, the goal was to strike a balance between a fast pace and giving enough time to go through the levels. The light helps to focus on what is important at the moment.

Hmm, so you're saying to take 3 damage as in have some sort of a threshold time the user is in touch with the thorns before he dies? That could be a way but it can add needless complexity to the mechanics (making players hard to understand 2 kinds of health bars). One thing that can be done is to reduce the collider area, thus the player can come closer to the spikes before taking damage. 

Well, level 6 is the point where difficulty spikes, you have to make use of dashes cleverly from that point on instead of jumps!

"Once again in the thorns it is possible to pass the phase and take damage, this being easier to happen at level 2 (Actually it almost never happens)." -  I didn't understand this. Is it possible to phase through the thorns or something?

For the second bug ( becoming immortal ), I'll have a look. I did increase the boundaries quite a bit, but that can be fixed.

Thanks again!! I mostly specialize in AR games, but still looking forward to making even more awesome games in the future since retro games are FUN!! :D

Sorry, I think my explanation was confusing.

I meant that there is a number of frames in which the thorn registers damage and another when it positions you back in spawn.

In the meantime it is possible to register more than one damage, being possible to lose up to three hearts at times.

It's as if the collision was still registering damage even after losing a life, making it possible to lose a large amount unnecessarily.

And in this it is also possible to pass a level, so it is possible to pass even taking damage from the thorns.

Perhaps disabling collision temporarily while not yet positioned, or just setting a variable where the player is immune to new registrations should resolve.

At level 6 it is easier to do this, when jumping between two thorns next to each other, more than one life is removed. I believe this is happening because of the lack of this delay.

Hmm, that's a really weird bug. I did my testing on a Macbook Pro and didn't encounter this issue once. 

When you touch a spike it should immediately send you back to the last touched light.

I guess low fps is slowing down the mechanics even slower since you shouldn't lose more than 1 life at all.

Thanks for reporting it tho! A gameplay video of this bug would be helpful but anyways I'll have a deeper look into this bug since this could break the gameplay.

Oops, sorry about the fps in the video, OBS kinda wrecked my PC. But here's a slideshow showing the bug.

Hmm, that's weird. I'll have a look into this. Thanks for the video.