Do you know the controller manufacturer? If it's a PowerA, I could probably upgrade SDL to support it. It will have to wait a bit though, I'm not home at the moment :)
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I just tried plugging a Switch Pro Controller in the USB port, and it works out of the box for me. You have to use the DPad though, and the A/B and X/Y buttons are swapped compared to an XBox pad.
If you've defeated both Mirror and the Reaper, then yes, you have finished the game 100%. ;)
Also, if you liked my games, please consider rating them to help get them in front of more players :)
Yes, because the pills are a safety mesure in case you get stuck in the dark, so you don't really need them once you get the eyes. But I will change that interaction so you get them anyway, even if you can see in the dark :)
I made a map!
It's not 100% exhaustive, as it doesn't place the items given to you by NPCs, but it has all the Eggs and Lifegems:
Hope it helps! ;)
Full size version: https://img.itch.zone/aW1nLzg3NzgzOTYucG5n/original/lyOqrH.png
I haven't made such a map yet, but I probably could. I don't know when I will have the time to do it though. Probably not before Friday.
If memory serves, the two consumables left are the Cyanide Pills and the Waystone. The later is found in the Burial Grounds, but I'm not sure you can still get the Pills after the Cat's Eyes (as it would be pretty useless by then). I should probably change that, purely for the sense of completion :)
The gears can be traded to the artificer in the base game for an upgrade to the bombs.
If you've got the shield and the improved sword and have seen the credits again after doing the extension, then congratulations, you have 100% the game! ;)
The good news is: these days, you don't need to know or understand any of that to make games. You can download Unity and if you've done some Java programming, you shouldn't be too lost. There's also solutions out there without any programming. ;)
But as you said, I'm kind of a "hardcore nerd" when it comes to game engine and tools, which is one of the reason I like to develop my own tech. ^^
But it's not necessary to make games these days, so don't let that discourage you! :)
Now that you have the dash, did you find your way inside the house with a chest? The item inside is the key to your progress. If you wear it, you may be granted access someplace you were previously barred from.
Hope it helps! If you're still stuck, don't hesitate to ask me again, I will be less cryptic ;)
After a year of hard work, I'm happy to announce the release of my new game, The Trespasser.
The Trespasser is a 2D side-scrolling metroidvania inspired by the likes of Symphony of the Night or Aria of Sorrow. It has some Lovecraftian horror vibes and an intriguing story you piece together from item descriptions and environmental clues.
Your jogging session ended up with you lost in the woods, at night, with no way home. After a terrifying encounter, you're invested with superhuman strength. But so are the local folks, who abandoned their humanity long ago, and now they're out for your blood.
In true metroidvania fashion, you explore the large environment looking for upgrades that will unlock new paths, while fighting a diverse cast of enemies. Additional weapons, suits and accessories allow you to experiment with different playstyles and strategies.
Oh, did I mention it's free? Because it is! ;)
Except for the music, I did everything myself, with my own game engine. It's quite the step up from my previous games, and it was a lot of work! But I'm pretty happy with how it turned out. I had a lot of fun making it and I hope you will give it a try and enjoy it too!
Let me know what you think of it ;)
Damn, I'm sorry to hear it. I checked and indeed the save file is only written when you exit the game manually. I will change that to write it automatically more often. Thanks for reporting the issue! :)
If you're not too soured on the game and can remember where you were at and what items you had, I can recreate your save file, so you can resume roughly where you left off. :)
Then, as a spiritual successor to The Lightkeeper, my new game should be right up your alley ;)
(And I am a professional game developer, technically. Though I work as a programmer for a huge AAA company, so those little hobby projects are the only time I get to don my Game Designer hat ^^)
That would explain it. The Lightkeeper requires OpenGL 4.0 or newer. I believe most graphic cards nowadays can handle it (including Intel-based laptops, provided they're not too old), so upgrading your GPU drivers may help.
Glad you're enjoying the game! :)
Indeed, you still have to kill the Kraken to progress. (I would be very interested to know how you glitched the door, if you remember the steps ;) )
When you say the combat challenge in the Lunar Temple is too tough, do you mean this room?
If you didn't already, I encourage you to complete the graveyard ghost's quest to get a better sword. It will help a lot for the Kraken and the incoming challenges.
Good luck! :)
Wow, very glad you liked it! Fun fact: I started playing Hollow Knight at the end of The Lightkeeper's development and almost quit because I felt very inadequate in comparison. Thankfully I got over it when I realized HK was also giving Super Metroid and Symphony of the Night a run for their money ^^. So hearing my game is scratching the same kind of itch is quite the praise! ;)
The only Small Key found in the Pirate Ship is used to backtrack to the entrance after completing the dungeon. You should always be able to get it. If not, you can also go back to the title screen through the menu & reload your save to be placed right back at the entrance, or, if you have it, use the Traveler's Amulet to go anywhere you want.
Sure! The very last item is the reward for collecting all the eggs. The one between the garden prop and the skull can be found in the same general area you found them. Once you have it, you can trigger a hidden boss fight nearby, and the last missing item will be the trophy for defeating it. Hope it helps! ;)
Welcome to itch! I use butler to publish builds of my games to itch.io: https://itch.io/docs/butler/
It's really handy! First I have a script to copy the final version of my game's files (the .exe, .dll, the content archives, etc) to a folder, then I have a second script that butler push that folder to itch, and that's it!
The hookshot occupies the same spot as the mercury vial in the inventory. So you do have the hookshot, but it's hidden by the second vial you're not supposed to have.
(I just fixed that bug, thanks again for letting me know!)
You can indeed edit the save file to remove the second vial. First, make sure to exit the game. Then open "save1.json" with a text editor. When you see
replaces it with
That should do the trick. The extra vial will be gone, and the hookshot will reappear in the inventory.
Sorry for the inconvenience! But thanks for reporting these bugs to me, it's really useful ;)
I'm a french game programmer whose hobby is... making more games on my spare time?! That can't be healthy, but who cares, I have fun doing so. ;)
Last year I made a free metroidvania, and this year I'm getting serious and paying tribute to my favorite series of all time: The Legend of Zelda. I just wanted to make a good old action-adventure game, with an interesting world to explore! I aimed for something halfway between Link's Awakening and The Minish Cap:
Many traditional items and enemies make an appearance as you explore the overworld and the dungeons. The quest is complete, offering 2 to 3 hours of gameplay. Here's the pitch:
The people of Falern have a tradition: young adults desirous to leave the island must first complete a wake at the Lunar Temple. But it's been years since anyone reached the temple, and these days terrible storms plague the ocean. Leaving is not an option. And yet, here comes young Lloyd, dreaming of adventure and itching to follow in the footsteps of his missing parents. Monsters, puzzles and dungeons await!
Except for the public-domain music, I made everything myself. It's a small scale game, but I'm quite proud of it. There's a good chance I will keep updating it in the future: answering players' feedback, adding polish and maybe even new content!
It's completely free, so I hope you will check it out!
And if you do, please let me know what you thought of it ;)
Glad you enjoyed the game! ;)
It took three months (working on mornings, lunch breaks, evenings and weekends) to make the first released version, and another three for the final one (with a thankfully more leisurely pace). That being said, I had most of the tech and tools ready when I started, and had done a few similar prototypes in the past (some enemies are lifted straight from them). Also, I had a soft deadline that helped me scope small and keep me focused and on track, which helped.
You're in a Jailkeeper's ship so... could it be the panels are displaying the prisoners and their status? Maybe a green light means the prisoner is still safely in custody, but a red one indicates they escaped? :o
I'm goofing around, but don't worry: you've already defeated the boss with the green light. (It was the big eye thingy! That panel is a bit of foreshadowing for the final boss, and one of the many hints for the shocking reveal!)
I'm guessing the item you're missing is a Trophy, either for a secret boss or the reward for collecting all the Strange Eggs. If it's one of the bosses, one of them is behind a closed door in the temple, and the other is buried under a tombstone. Hope this helps!