thanks a lot! Yeah, I had a lot more planned for the enemies, obviously:)
Denoss
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Hey there! Firstly I gotta say that I'm the type of person who fails miserably in games like these and gets stuck against a wall all the time, so I guess the fact that it only happened to me once here tells you that level design here is quite solid. The part where I got stuck for a bit was that last jump before the end of level 2, like I was just hanging around in the black world trying to understand how to get that far without considering that there's a wall you can collide off in the white world. I guess this is just a little thing about your gimmick (which I think is very good!), cause whenever you're standing on a platform and you switch, there will no longer be a platform there and you will fall to death, so it's kinda discouraged to be jumping between worlds if you're unsure what to do, so it's hard to discover those features. If you were to finish this project, maybe you could have either a way to check what both worlds look like before starting the level, or a way to see into the other world without really going there (like some kinda lense maybe? like a circle of a certain radius around your mouse that shows what's in that place in the other world?).
But that's about it for complaints, visuals are simple but nice, liked the little eye movements on the character, sound design is interesting, the music shifts between the worlds are a whole mood. The movement felt quite responsive. Good job there!
Hey, thanks for spending your time with this little thing :^) Guess 3 hours is just a little too crazy for me, lol. In my initial idea the enemies were supposed to drain energy by just being close to you, but didn't get to implement it, so energy just ticks down with time and enemies are just there to kill. I mean damn, I literally had around 10 minutes left for audio, so I just speedran it all, spent like 7 minutes in fl studio and the rest to implement into the game, didn't even have time for sfx! I think what you mean by energy drain not working properly sometimes is the fact that I forgot to cap the value if it gets above maximum, so if you're full and you get more, you just have more than you're supposed to be able to have, so you don't see the drain until it goes down to normal XDD And I definitely spent too much time on unnecessary polish like enemy death and damage animations.
Also, this screenshot is so funny for a multitude of reasons, one of which is that it means that enemies can still catch you by literally trapping you like this, like, you can only shoot forward, so you can't kill anyone, so you're stuck and will loose XD
I'll definitely check your submission out, too!
I had some fun with that lil monster:) the main inspiration was a hollow slave from dark souls 3, and the animation just turned out to look like a jump when I made the third frame, and I went like "you know what, that's fine, I like it". And after that I was looking for some monster sounds on freesound, and found some goblin sounds, so probably that made it cute :3
Thanks for the comment and for playing!
thanks for playing and even recording your gameplay. The problem you had is more of a game-design flaw on my side, cause you couldn't understand the way dragging objects works. Basically, when you hold the left mouse button, any moveable object that is close enough to the character begins to move with the player. It has nothing to do with mouse position, just as long as the character is right next to the object, holding the button makes him push/pull it as he moves.
you can actually drag an obstacle regardless of the direction in which you are relative to it. basically, you can not only "push", but also "pull". so for the second level the solution is either to pull the obstacle to the right after you cross the first window and use it again for the second, or grab it from below and just move right while holding it, using it as a sort of "shield". sorry if it wasn't clear to you.
I'll just say it before it's too late for you to do it - I advice you to make a web build of it. It's not required or anything, it's just that a lot of people here on itch, me included, tend to avoid downloading anything from here, especially if it's something that isn't popular, since there is a chance of getting a virus on your PC. Plus, antiviruses often flag even clean files as malicious, so it also works for scaring people off. Web builds are much safer for that matter, so, if it's possible with the software you use, really consider building it for web.






