Upon closer examination, it appears to because there little-to-know deadzone on the analog stick controls
You barely bump it and the cursor moves
I like how this has more depth in the gameplay than your average creepypasta game.
I ultimately got stuck in the second section through because I uncaged both ponies and made it through the maze next to Rainbow, but then couldn't find the handle to the random switch nearby that I assume opens another locked gate
I really like the concept right down to how authetic the music feels when you first boot the mini-game up, but I think I had an unwinnable level because there's a spot with with a platform on a spike pillar that there seems to be no way to reach with the physics of the game programming
I think you're supposed to catch the edge and wall-jump up but it's not quite low enough to do it
Combat could use some work. I can't seem to get the block to actually do anything and beating the first boss was pure RNG because it's so hard to dodge her while actually getting hits lined up. It also seems to sometimes deal contact damage at random from hitting her.
It turned into a slow health chipping battle of getting one hit in every time he did her circle of hammers and then dodging back out again.
I love the concept overall though
Just launched the demo of my first big game project. It's heavily inspired by old shareware platformers from the 90s with simple, low res graphics, MP3 soundtrack of royalty free music and a story about the heroine rescuing her friend. As of now I have two full levels and a boss fight done along with an intro cutscene and shareware style advertisement/teaser screen for the full version.
I coded this entire thing by hand in GMS2 and it was first time I've coded something as complex as a full platformer with working physics so it might a little stiff, but I think that adds to the cheap shareware feel I was going for if anything.