It does definitely make it more chaotic - perhaps we should have rolled with the 'its a feature not a bug' line ;)
Thanks for reviewing :D
Hey, thankyou for testing & reviewing :)
We were going for a more realistic movement type so glad that came across - but it definitely needs some adjustments to make it easier to use.
Sadly we ran out of time at the end for adding more music and sounds through the game - would have been great to have! Will make sure we set things up for it sooner next time :)
Hey - thanks for playing & reviewing.
Sadly ran out of time to implement new screens in the game as I was brought in later on to do the art due to family visiting so the black screens with default font were put in temporarily but then didn't get chance to replace with nicer ones else we certainly would have -that and music/sound effects were the 2 things we really wanted to have included before release but didn't get chance.
The objective is to get to the tower & defeat the wizard - but when you get there the first time the screen that pops up tells you he sends you back in time and chaos is a side effect of him doing that, so you have to do it again avoiding the chaos. Had we had more time there would actually have been several run throughs with more and more chaos each time :D
Did you not get the popup at the wizards tower to tell you why you were sent back to the starting cabin?
Hey - love the video review, thanks for doing that, really gives us a good idea of someone else playing it!
We've taken onboard peoples reviews on the controls and will make sure we get them a bit snappier next time. We tried to build in a bit of realism (slower movement and a slight delay when switching direction as you shift the weight) but it does make it a bit harder than some platformers as a result.
The combination of underground spikes growing and arrows falling from above is the hardest 2 chaos abilities combined - usually if you get arrows you can go underground to avoid, and with spikes can go through the trees, but with both its much harder :D You were unlucky to get that combination when the wizard sent you back in time.
Really fun game - loved that i didn't have tonnes to repeat each time i mistimed something. bit of puzzling out timing - nice combo :D
It stopped for me on the last screenshot you posted with just the mob in the bottom right and no NPC and couldn't get the player to load but pressing spacebar made the jump sound -a bug?
Fun trying to get things to bounce around the map and destroy the blobs & houses without directly clicking them. I wanted to set fire to buildings but could only do blobs & cacti? Perhaps I am just a closet pyro ;)
More maps would be a great addition with things on layers so you can bounce stuff down onto more blobs too :D
Hey, thanks for testing & reviewing :)
I was brought in fairly late on due to family visiting to do artwork so didn't quite manage to get everything done in time I'd have liked! But glad you like it :)
Controls are a consistent theme in our reviews so we'll make sure to reassess that next time - we were trying for a slower pace but sounds like it needs tweaking! I could do most obstacles but not all - but my son & husband (the coders) play far more platformers and had no troubles themselves :D
Thanks for checking our game out :)
Seems like the controls is a consistent theme in our reviews so we'll make sure to work more on that next time, though the slower pace animation was partly by design as we wanted a more 'realistic' pace to the movement rather than the usual zipping around everywhere
Glad you otherwise enjoyed playing & thanks for reviewing :)
Hey,
Thanks for checking out our game :)
Yes the tree platforms are designed in such a way that they do blend in a bit - but once you know what you are looking for they are easy enough to spot from then on :D
Character movement seems to be a consistent theme in our reviews - the aim was to go for a slower more 'realistic' movement pace, but probably needs tweaking based on the feedback we've received.
Thanks for your review , and glad you otherwise enjoyed it :D
Hey, thanks for checking out our game :)
The first playthrough is simple enough in that you just have to get to the wizards tower - he then sends you back in time to stop you reaching him, but as a result creates chaos in the land (random effects happen - like arrows falling from the sky, spikes growing and enemy mobs which will hurt you, the idea being that you have to go underground for example to avoid arrows / above trees to avoid the massive spikes) but we ran out of time to develop other chaos effects sadly as the idea originally was to have each run through get more chaotic).
At present if you then reach the tower a second time you can defeat the wizard.
We had other sound effects lined up -music for different zones & when you take damage etc. but ran out of time to implement - family visiting took up a lot of development time :D Would have loved to have done this but not to be this time.
I tried to create assets with a similar graphic style, but have no experience in animation (and had no time really for learning!) so a prebuilt asset was used for the NPC & players - which aren't quite in keeping with the rest of the style used. I've more of an idea now anyway looking at the sprites as I did customise them a bit to create the NPC & Wizard so hopefully if they do another I can help more with the player animation stuff!
Standard font was simply because I ran out of time to create screens to use in the game as I was only brought in to do artwork after our family went home - I focused on ingame assets first and then the main menu screens. My son & husband are coders rather than designers so tend to go for the default stuff :)
Can see the promise in this game -graphic style really cool, liked the music on the menu & in the game, but the gameplay itself seemed lacking - the 4 different projectile types were cool, but nothing damages you and nothing seems to happen if you don't shoot anything - or if you do and get to the end (well timer zero is the end I assume?).
The camera panning in and out was a nice touch - a bit more on the gameplay / mechanics and you'd have a really nice game :)
Really enjoyed this - great ideas, actually very similar to what we had wanted to put into our game (random chaos effects and boons) but super slick implementation - we ran out of time to do all we wanted with the added effects.
Will come back and play again :)
I did find the mobs not moving into other rooms after you made it easier as you could effectively nullify the no shoot / lights out chaos effects. The 1hp one is evil though :D