yeah, I by the beginning a meant that first fountain, sorry
AlexOnTheMoon
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Love game's aesthetics!
The first thing I noticed is that jump seems to be time-based, which allows you to fly under a ceiling. Looks almost like dash. Just a tiny feature which, even fun to use =)
I've died to that falling bat like 20 times in first 15 minutes of gameplay. Game feels pretty hardcore, it will take more that 1 session for me to beat it
The story is really ingtriguing! The game feels very smooth and polished.
I'm starting thinking that I'm really bad at it lol. It is very easy to die and I don't really get where I should go and what to do. Respawned at the beginning like 40 times. Now I'm frustradet and wanna go home XD
So yeah, the game seems interesting. Wonder what abilities wait me ahead. But maybe next time =)
Thank you! This is a great feedback!
Not long before the deadline we found out that shooting enemies can be interfered by a lantern or vise-versa. I'm afraid making a lantern connect to you by shooting near it would cause even more conflict between these two mechanics. But this is a nice touch to remember if some of the core gameplay features will be revisited.
I've just played the game and I loved absolutely all of it so far!
This one is really big for a jam game. And considering the size of your team you have a really good cooperation. Honors to the whole team and your team manager! If you have one =)
I kinda loved everything about this game and don't really have smth to complain about. Visuals, music and sfx feels good. And mechanics are fresh.
The only minor thing is that I was a bit overwhelmed with the number of different enemies, interactibles and vast areas. So I got lost at first. I even felt like the game is not finished and all those levers and sword-hittable points are not working. But then I found my way to the first ability I got how finished and polished it acutally is. Thank you for this cool experience!
I will definitely finish this one
10/10
A very enjoyable game!
I like the minimalistic style. MC animation are super fun. The light sword is just crazy satisfying to use. I love the music. I was surprised by the very first track to have some country drops in it. Like it didn't really fit the surroundings. But then I realized that this game is supposed to be hardcore and those intense drums help to create the vibe.
I guess you mostly use gamepad for gaming. Putting (almost) all the control buttons on my left hand is a strong move! I was intentionally skipping all enemies bc it wasn't convenient to fight with F. But then I found out that you can hit on LMB and things became easier.
Imo this game would greatly benefit from a mouse controlled camera. Don't get me wrong, I like the static camera, it adds to the atmosphere and style. But sometimes it's really inconvinient to move "backwards".
Another point of criticism would be about those green switches which you hit with the sword. It's super unobvious what does what. I hit a switch, I don't know what it did. Ok, I'll just run another lap around the area and see what had changed.
Another issue for me is that you can easily softlock yourself. E.g. if you lift up a platform with a switch on it and then jump down from the platform, there is no way to get back up on it. And you have to kill yourself to restart the area.
And finally (and unoftunately) the last ability seems to be buggy. I didn't figure out how to properly use it. The successfull usage is pretty random. Didn't beat the game =(
Other than that this is a very solid entry!
Hey there! I'm in love with newly updated EzConsole!!!
It feels so much smoother and nicer to use in general now.
A special like and thanks for adding that goto command which I suggested!
Now, time for some questions and suggestions =)
1. New typeahead for assets works as a charm. My only question is about 256 typeahead limit which is mentioned in this devlog. Let's say I have 300 instances of oWall and 1 instance of oPlayer. Will I still be able to do "set oPlayer:<id> ..." if those 256 typeahead options are all occupied by walls?
2. I really appreciate you made it possible to add custom options. Anyways, there is still no way to create those options dynamically. Let's say I'm making an rpg game where I create npcs with randomly generated names. And now for debugging purposes I want to add a custom command which will find and npc by his name. For that I'd want my command to be able to look through all the npc instances and collect all their names. And show them in typeahead for me. The easiest way of doing this (as I see it) is simply pass a callback function to EzCommand which will do the job every time I use this command
P.s. I would like to become a contributor for this project. I do believe such projects provide a great opportunity to learn skills from each other and develop this cooperative programming flexibility, setting common coding conventions... and things of that nature =)
Also you seem to be a nice and responsive person, so it'd be cool to chat. Feel free to reach me at DC _gavrik_
Very cool and original game! And it's very well executed
I left me to think that there was an alternative ending so I replayed it but didn't find anything.
The only word of critical feedback. Space sky in the central room window looked a bit odd to me. The parallax is reversed. As I get it you tryed to achieve an effect of looking into an actual window. So if you shift rigth your view opens more to the left. But it feels odd considering other places normally parallaxed background. Well, maybe it's just me but it really cought my eye
Other than that, it's a great game!
Great game! I really enjoyed playing it. It's super intuitive and clear. Best 15 minutes experience. The only feedback I would give is that it doesn't really give metroidvania feeling. The world is really small and there is almost no backtracking so the game feels a bit linear to me.
Nevertheless it's a very solid project. I like it!
Nice game! I enjoyed playing it. A lot of work was put into music and sounds and it really sells
I really enjoyed playing it. I also have some words of feedback if you will =)
1. Movement is too fast in general considering this camera size
2. Fall speed is just too fast to me
3. In most cases there is no point in fighting enemies
4. I like the charged bubble mechanic. Although breaking stone walls feels a bit tedious and unnessesary in a lot of places.
5. Why is camera shifted up? I can't see what is under me. I'd prefer it to be focused on the player
6. Minor thing, but why parallax background is only parallaxed by X axis? It looks a bit odd to me
Anyways, you've made a great job!
Hey! Nice tool
I found out that // Draw blurred background code radically drops my fps to about 5 frames per second. The way it's drawn seems to be pretty tricky using surfaces and shaders. I have no idea man =)
I casualy replaced that with draw_rectangle() and it seems pretty fine to me
Upd: I didn't realized there already is layout drawing, so no need in draw_rectangle()
Love the game! Love all of it! Music, gameplay, artstyle and hummor. 10/10
I've encountered an interesting bug. I have my default resolution 3200x1800. It's a pain to play in window mode. But when I switch to fullscreen the game began runnin like x0.5 fps . Then a lowered the resolution down and now fullscreen works ok. Hmm...