Very cool idea! Unfortunately the lag spikes make it almost unplayable. It seems very hard, it would be great if there were better telegraphs for each attack.
DlugiParagon
Creator of
Recent community posts
Thanks for the feedback! I presumed the sword length is a problem, but because of the diversifier limitation, after choosing the player sprite I couldn't really modify it to have a longer sword, (accualy i tweaked it as much as i could without it becoming weird). If I will ever continue to work on the game, I'll probably change the player sprite. As for telegraphing attacks, the slime does telegraph the jump and the flythings attack constantly so idk how to telegraph that. I agree that the level design could have been better, but probably 70% of the work was before even making the level, and at that point, I just wanted to have a beatable game.
Thanks for the feedback. May I ask: Did you know that you can pogo of the enemies and spikes? It seems to me you didn't, as it makes a couple of zones you call impossible much easier. Overall i don't get your criticism about the level design but that's probably just beacause I didn't make that mechanic clear enough. And it's a nessecary one., that also allows for diffrent routes to try when speedruning. That's on me I didn't make it more clear. Thanks again for playing!

