I'm a bit confused by the contrast between the clumsy character drawing and the gorgeous animations. I'd see it the other way around all the time. But I've never seen it that way... The music is gorgeous! The alternative ending is a good move. Of the drawbacks... well, getting damaged when in contact with an armed enemy when there's no animation on his part...
Arrturion
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Thanks for the feedback!
Could you please clarify in which version and where the technical problems arose?
The one-hit death early in the game was meant to emphasize the benefits of upgrading.
The first battles were supposed to be held during training. Which I didn't have time to do.
And something is really wrong with the revival. At first I didn't even believe it... But I took a stopwatch and was very surprised. Just optimization (and now the whole game is reloaded after death) won't help here. Interesting task. I'll think about it...
Thanks for the feedback!
I wanted to do a normal training of the combat system (and not only) in the form of a simulation (with an animation of an attack in the opposite direction (not an arc) and an explanation of why you shouldn't do it). But I didn't have time.
Difficulty... Well, the long testing of the game played a cruel joke again. After a month of practice, the game really seems easy.
But you didn't guess the animation technology. Only mathematics, only hardcore!)
Please, in such large projects, make the save mechanic a priority. Because with the 2-in-2 blackout schedule, it was very difficult to complete the game. So it really can be completed in an hour. If you know what to do. And as a result, I completed the game in 5 attempts and 7 hours.
I won't talk about how cool this game is. The time spent in the game said it better.
You have already been told about the shortcomings. About all but one. There is a damn softlock in the game! You can get to the platform with a coin near the place where you get the first ability after getting 5 abilities. And you can go back only after getting 6
Great puzzle! Most of the game I was in one of the following states: What is going on here? Is this physically possible? I did it!, and then what?.. And only the stated limitations of the game (3x3 map, what could be easier?!) kept me from giving up when I once again got lost/broken the level/went around the map in a circle and still didn't understand anything.
The visual style and sound are also at a high level.
Only the lazy didn't tell you about physics. Didn't tell you, and I won't.
The only improvement that can be made right now is to change the screenshots. You can use them to make hints for all the mechanics. And make them understandable not only in animation but also in a freeze frame (as in the second screenshot).
Sorry. I really didn't write about it...
To make an attack, you need to hold down the LMB and press the button of the direction of the next attack. The direction of the next attack must be different from the direction of the previous one. And not be opposite. All enemies that are between the initial and final positions of the weapon will receive an "attack notification". And will react to it depending on the direction of the attack and their own behavior algorithm.
0. Play the desktop version. It's better.
1. Determine where you can go. Initially, 3 paths out of 8 are open.
2. Find a platform with 3 mobs. Kill them (for the fight you need to not only swing your weapon, but also move). Collect loot. (You can disable the trap on the way to the boss, but it's better not to disable the generation of mobs on the platform itself, they will still be needed). Return to base. Upgrade armor to level 1.
3. Clear all 3 nearest platforms. Disable mob generation on "passable" platforms. Upgrade armor to level 3.
4. Clear the second and third platforms on both paths. Disable mob generation. Upgrade armor to level 4.
5. Run along the edge of the "upper" platform and unlock the shortcut.
6. Go through the shortcut and clear the "upper" platform. Behind it will be the first boss.
7. Kill the boss. Pick up the "artifact". Take it to the base. Raise the dash level to 2.
8. Go through the "dash path" to the second boss. Unlock the bonus jump.
9. Clear the "resource" platforms. Raise everything to the top.
10. Go kill the final boss!
P.S. This is a metroidvania. Therefore, you can choose any possible sequence of actions. But this is the easiest.
Your idea was a success. The visuals and sound fit perfectly into the theme! And overall they were made wonderfully. The character's movement, battles, and the structure of the world are also made at a high level. Disadvantages: some fragments of the map are not drawn (bottom right), a bug when re-entering the room with the boss (the door closes and you have to restart the game), rather strange save behavior (all bonuses are saved, but the map is not). Personally, I also missed the animations of the waves of monsters appearing in the arenas.
Low dynamics. Very looooow.
I struggled with the controls for a long time.
I struggled with the monster for a long time (this monster got me even after I jumped over the abyss).
But when I defeated them, the game brought me a lot of pleasure!
In my opinion, it is worth reducing the distance between the platforms above the monster so that you can jump over them with one key, reduce the speed of the monster a little, reduce the distance between the switches for the "head" so that it doesn't fly for so long, and increase the hand speed a little.
It's simple:
- You have 12 cards, of which a maximum of 6 are available at a time (enemies have 6 and 3, respectively);
- Each card has 2 sets of actions: black and white (they are available when located on a cell of the corresponding color);
- A set of actions can contain 1 or 2 actions (movement and/or attack);
- Each action has 1 of 5 sets of coordinates (1:0, 1:1, 2:0, 2:1, 2:2);
- The set of coordinates indicates how many cells the target is located (1:0 - one of four neighboring cells, 1:1 - one of four neighboring cells diagonally, 2:1 - one of eight options for a knight move);
- You can move only on free (not occupied by trees and enemies) cells;
- An attack can be made on an enemy or (if this is not possible) on a free cell;
- If there are 2 actions in the set, they are performed in the specified sequence (if you move to a cell of a different color while performing the first action, the second action from the same set is still performed).
From the very beginning, the piece cards should have exactly the moves of the corresponding chess pieces. With a little randomness. But I made a mistake somewhere. I knew about it, but there was almost no time left. And I focused on other things. The result - now the game can be completed. So, I hope the choice was right!)
Perfect interpretation of the theme!
But I still suggest making a few improvements:
1. Make the white not so bright (black is already as it should be).
2. Make the black spots geometrically irregular. (A long time ago, I saw such a concept in some review. And there, instead of circles, there were blots with splashes. And it really allowed me to navigate in space better.).
3. Disable the ghost collider just before the explosion. Because when you see the enemy, shoot at the enemy, hit the enemy, and the result is zero, it's a little frustrating...
P.S. Special respect for the Godot logo!
The idea is interesting, but the puzzles are too simple.
I would add here: blocks that can only be pushed in certain directions, cells that can only be pushed in certain directions, cells that can only be moved by certain blocks, different reactions to collisions, obstacles for the character, teleports, time management...
The game has good potential!
Great game! I enjoyed it, although the spikes from the ceiling before the finish made me return to the start several times.
The character disappears beyond the top of the screen... A strange decision. But it works in terms of gameplay (keeping to the timings and the puzzle element).
There is no key to reduce/increase the size of the character. The need to move the mouse reduces the dynamics.
The atmosphere is gorgeous. The music is perfectly matched to the visual style.













