When I loaded the game, I almost immediately stood up and was unable to continue using the TV. I explored the room a bit but it was far to dark to see in a couple places. Then I went to the door and I got the credits? Vibes are immaculate and I appreciate the unique controls for the "point-and-click" type gameplay you were going for.
- Jetsa
Acidic Interactive
Creator of
Recent community posts
A couple points have already been fixed or adjusted in a newer development build:
- Final level difficulty drastically reduced (more leniency for timing and positioning in almost all the puzzles, plus some new blocks in the final climb with the turrets to make it more puzzle-y rather than hardcore platformer)
- Map screen has key location icons for easier navigation
I didn't interpret the challenge correctly as the final level's designer, I was blinded to it in a way. I also wanted to try and avoid 1:1 copying the structure and/or feeling of Super Metroid's escape sequence, so I was definitely leaning towards difficulty rather than speed when making it but I definitely went a little too far on that axis. I'll also be looking into a safeguard in all levels to prevent out-of-bounds from softlocking players.
Thank you for playing and for the precise feedback!
- Jetsa
Great looking game and quite a lof of fun too, nice use of a limited color palette. The auto-attack mechanic is novel and fun to use. Only qualms would be that pressing jump a second time to dash downwards feels a bit counterintuitive and I thought the spikes damage was a bit too high, the deaths that left me frustrated came from spikes. Otherwise, very solid entry
- Bluemeany
As a team we discussed the idea of a camera scroll feature akin to some simulator FPS games' alt-look feature, where holding alt allows would allow either the arrow keys or WASD to be used to pan, and then when releasing alt the camera pans back to the player. Or some sort of fixed zoom mode that shows the entire room all at once as either a toggle or hold button. Ultimately we ran out of time to do this feature for the jam, but we would like to include something like this in a post-jam update.
- Jetsa
Powerup text is unreadable, gravity is way too strong, and some surfaces don't behave like others for no apparent reason. The sound effects are really good. Double jump timing felt a little too tight. After getting used to the orientation the controls definitely felt better but it was really rough for the first few minutes.
- Jetsa
Cool control scheme for attacking, never seen anything like it for a sidescrolling game with mouse and keyboard before. Definitely worth exploring mechanically. Consider some sort of preview compass arrow showing the attack direction if you click, as when your cursor is close to the border between any 2 of the 8 directions it's unclear which way it will go.
-Jetsa


