Good mechanic that compliments the level design, even backtracking doesn't feel like backtracking. Using your gun to speedrun while in low-gravity is so satisfying. And for a 10 day made game, it got lots of content. Had lots of fun playing. Art is also neat, reminded me of Xeodrifter. Excellent job!
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I think game is based around a very original idea, presented with great looking characters and pretty pixel art in general. Looks like a project worth chasing after. I had some "what if" s about the time mechanic, what if a turn, instead of being time based, was movement based? So it would always be about finding the shortest way leading to target, which may be the hardest way.. I think it would be much well suited considering the turn-based mechanic.. Even the level design calls for exploring alternate routes... or you've already tried all that and it didn't work :) Anyways I'm glad I played this cause it made me think a lot. Again this is a very unique entry, is also very much fun to play. Marvelous Work!
A big thanks to everyone who played, commented, rated and critted. I've uploaded a post-jam build with small updates and bug fixes. As Sean and benhhopkins suggested, modified the camera to lead according to the direction player faces. Definitely makes the game fairer. Thanks guys. To address the general difficulty, lowered the water consumption rate and modified the dash damage. Still, as Dachshund said, dash feels underpowered, so maybe later i can add a camera shake when you dash-hit to make it feel more powerful ..
Art is looking so good, liked the clumsyness/cuteness of the chatacter as well. Also stuck at the second room. I think punching sides individually is cool (which i couldn't use in a meaningfull way cause i was stuck before finding anything to punch) but jumping felt needlessly hard. I got the idea of using your punches to jump but the need to press down to make the jump seems irrelevant, cause then you should also be punching to relevant sides using direction buttons..
Nice game, reminded me of Undertale. But after defeating the guardian, it switches to guardians attacking state and then nothing happens for me. I've never been able to get to exploration parts which seen in screenshots even after defeating the guardian for the 6th time. I would love to see it further, looks gorgeous!
This is a very good puzzle game, enjoyed it very much. With the glitchy looking obstacles, being able to hold on to some walls and the dream setting, made me feel like im also "glitch-passing" levels. Don't know if this is intentional but it surely feels like it is. Love it!
Weird and creepy, which is good! Visually stunning, art style is pretty unique, it makes me want to see more. I lost the sense of direction at some point, maybe a mini map would be swell.. Great job!
Thanks a lot! Definitely right about the difficulty, lack of intuition perhaps. To balance a bit, I modified the camera to lead further to the direction player faces and lowered the water consumption rate while you are in the desert, in the downloadable post-jam build. I'd love to hear your thoughts on changes and if you think they helped to fix it a little or not... And if you want to reach the boss quickly, there is "speedrun" bug in the original version (which is squashed in the post-jam build) that lets you reach further east and get the final regulator which activates the boss :)