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Daschinia

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A member registered Jul 11, 2018 · View creator page →

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If you struggle to find time to play, the ending is not worth your time. It just says "Congratulations! You are a winner!" and the credits. You should rather play some other fun games from this jam. Your english is also good enough to get your ideas across, and it will only keep getting better :)

Initially I thought I wouldn't join the game jam, as I didn't have any time on the first day, but halfway through I decided to join after all. I noticed the bug too late, as I was going fast enough when I made the levels for it not to be a problem. Currently I am not set up to compile this code, as it obviously uses old versions of things. So I will not be fixing it, as I doubt many people will ever play it anyway.

Thank you again for your comments and for playing my game. It is nice to know it managed to bring someone some joy :)

Thank you for the kind words. I'm surprised someone plays a game jam game 4 years later. The game is more of a puzzle game, than an action game. When I designed the stages I made sure they were doable without getting hit. I just replayed it to share the intended solutions:

Stage 1: go straight to the right into the enemy, easy to dodge the 4 projectiles that will have spawned

Stage 2: go to the middle of the first platform, wait till you only have to drop straight down on top of the enemy

Stage 3: jump as far right as possible, get the crystal and go underwater as fast as you can

Stage 4: get to the rock, jump on the platform where the chain is, can proceed without hitting the enemy

Stage 5: hurry to the bottom platform on the left, wait on the left side of it for the green danmaku to pass, go to the very left corner to jump up, delayed double jump to avoid the danmaku, then a timed jump up to get the enemy to jump to you

Stage 6: drop all the way down in the first part, once the enemy is at the bottom jump up to get them to come to you, then danmaku will stop spawning

Stage 7: should be impossible without getting hit once, to stay with the game jam theme "only once", iirc the route along the bottom is the most successful

You might still have to try a few times to get familiar with the timings. I wish you the best of luck should you decide to try again.

That is indeed a problem I did not consider. The intended solution for avoiding Koishi's bullets was to get on the elevated part behind which she spawns fast enough, so that you can safely wait for them to pass by while Satori doesn't hit you due to being blocked one tile to the right on the upper part. 

A big advantage of a team seems to be simply having a playtester who doesn't know what the programmer intended to happen.

Cirno is an example for an enemy where you can use the fact that he runs to you, as he doesn't shoot any bullets directly at you. If you walk on top of the one way platforms in the beginning and wait for Cirno to get under you and jump, you can drop down on him without getting hit.

Thank you for a useful bug description, I'll have a look at that later.

The bullets stop once out of view as a result of the enemies being hacked together as an afterthought for the jam. They are not integrated with the map editor, they are just spawned at hardcoded locations and do their thing, instead of having dummy enemies replaced with the real thing when you enter a room. The easiest way to approximate that was to skip everything that is not in the view. As all the piled up bullets are flying away from you when you transition to another room it shouldn't lead to any unfair situations.

The name wasn't something I considered at all before uploading it on itch.io and at first I just called it "Only Once", however it wasn't going to be the only game named that, so I picked the first thing that came to my mind. As there is only one stage where I didn't avoid getting hit and every character is done in one touch it seemed appropriate.

With the enemies there wasn't a lot I felt I could do in a short amount of time. Had they just stood around it would be boring, had I made them avoid you it would be needlessly frustrating. By charging at you some stages turn more into puzzles instead of a simple platformer.

The movement would seem to be a preference thing. Personally, I strongly dislike velocity based movement as the character doesn't stop the moment I let go of the key. If there is nothing in the way the character in my game moves at a constant rate as long as you hold down the key. 

Jumping and falling (including knockback) is the only thing using velocity and the character once again stops accelerating upwards the moment you let go of the key. I'm not sure if this is what you considered the bug or if it's something else, however the only problem I encountered was with the first jump after acquiring the double jump, which didn't feel high priority considering limited time.