I don't see any images but I think you're talking about the section in the top right. You have to throw the cog to the right and fall off the platform so that as it returns it hits the chain orb.
Rhett Pilcher
Creator of
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Just finished up the final boss and here are my thought! Overall I enjoyed it and the work you managed to do is impressive! The artwork is very well done although I feel it could have been implemented better, it seems like there were some visual layering issues especially in the swamp area with these massive elements in the foreground that were a bit distracting. I enjoyed the grappling mechanic and the multiple uses of the projectile with its function as a teleporter, grapple, and weapon; made it very fun to use. The platforming and combat of the final boss was very fun being able to launch yourself around and shoot projectiles. I think the precision required to latch on to the lanterns was a bit high, in my opinion it would be better if you could just shoot near them and latch on, it would feel smoother that way and make it not frustrating for new players. For readability hazards should also be a different color or more obvious somehow, I think someone has already brought that up. Also this is just a personal preference but I wouldve liked to have been able to jump with the up arrow. The voice active was a nice touch and the music was great too, especially the swamp music was giving me greenpath vibes. Great work!
(idk what is up with the formatting of this paragraph lol but i cant fix it for some reason)
I had a fun with this! Im really impressed that it was programmed in C, I'm learning C now for a class and its pretty unforgiving so props to you on that! I liked the ice ability, im always a fan of abilities that contribute to both combat and mobility, most of the abilities in my game do the same. I think the overall map design and level design was great except for a section or two where you might fall on enemies without being able to see whats below you. The sfx were fun. After the ice climb boss i expected there to be a heart at the top of the room in the middle but i didnt find anything so that would be a great spot for a heart, unless i just missed it. One small level design gripe I had was after the ice ability it seems like you are supposed to go up in the next room over and you can until you are met with a dead end at the top, that didnt seem very necessary to me. And idk if this was a software limitation or design choice but it seemed like it would save after a boss fight and i lost a bit of progress after dying after beating a boss which was a little frustrating but its a pretty short game so not too big of a deal. Overall it was charming and enjoyable to play, great work!
Thanks for the feedback, I'm always looking to improve my level design and make platforming enjoyable. I think i got carried away with the possibilities of the mechanics in some sections and focused on that more than balancing. With that section in particular I wanted to offer a challenge that would become much easier if you get all of the optional upgrades so that they would have more of a purpose, given that the challenge is optional to begin with. Happy you enjoyed it overall!
Overall this is a nicely polished game. I got to the dash and the punch (which had a very strange button mapping) got the greenish key and then got extremely stuck after exploring the map for like 30 minutes, there were just no new areas to go. I think the first boss may have been a little too difficult for the average player, it didnt feel very fair either, there wasnt enough time to dodge the bullets and then prepare for the un-telegraphed ant running through the hallways, it just felt like luck. I did like the strategy that the jars introduced being able to provide extra armor, a jump, and an attack, that was probably the most interesting part of the game for me.
I got it working, I'm doing my playthrough but i got stuck at the part where you get the ball launcher, i accidentally skippied the tutorial and cant figure out how to use the ability, also it unlocked this dash ability when I used K after getting the ball launcher which didnt feel right but it i lost that ability after reloading. How do I use the ball launcher? The polish is really great so far tho!
Hey there, Im so glad you enjoyed my game! I came to check yours out. The charm and the visuals are top notch for sure, definitely at a marketable level of polish. It looks like most of my gripes have already been addressed, overshooting jumps, more invincibility frames after getting hit, and confusing level design. I see a lot of potential with the concept of flipping the world but it feels like im thrown into the last level of the game right at the start in terms of difficulty. I will say however it is sort of fun to wander around and figure out where to go but i think most people will find it frustrating. I think it should ease into the gameplay and introduce mechanics in a more manageable way. I got the attack, a couple of inkhearts, and the double jump, found the eyeboss which wasnt really beatable with what i had but i will come back to it later and try to beat it! A map would also be helpful, maybe there is one later but it is really easy to get lost. Overall I am very impressed with the level of polish for the time you had!
This has a great atmosphere, the music is awesome and i was very interested after the intro. I struggled with the level design and having to go back to where I was trying to make progress after a checkpoint essentially just made me wait for 30 seconds to retry for no reason which was very frustrating at some parts. I'll have to come back to it cause it does seem interesting
This is very well done! I played through the entire thing, the bosses were very well telegraphed which cannot be said for most bosses ive fought in other games so great work on that! The story was cute, I like the skeleton character and the design changing of the mc as I got more abilities was a nice touch. The artwork was solid overall. I think if you had like an atmospheric fog overlay in some areas that would be really cool. There was this one part in the bottom left area in the central room on top of the ground with the giant face where my jumping got really messed up so you may want to look at that. Great work!
Im sorry about the save data, Im just trying to perfect it as much as i can! I dont think im going to update it anymore but im not sure. Im really glad you liked it! I agree with both points, I might just leave it as is for now, the jam grace period is about to be over and im ready to take a break! I'm impressed on the amount of completion! Did you have a favorite trail?
Also I think you may have played an older version based on the time of this comment so there may have been some broken things.
I like the aesthetic a lot! It feels pretty good to play but some thoughts i had were that it didnt really need variable height based on how long the button is held, i only say that cause i always felt like i was going to reach a one way and then i didnt and i didnt even realize i just had to hold the button to get up to it. I think the wall jump tutorial might be a little tough. Also colliding with reflected bullets still has the screen effect so you might want to remove that, im guessing you already know about that . It is very fluid and fun though overall!
Very cute game, the aesthetic is nice and the movement is good although some coyote time would be an improvement. I couldn't figure out how to finish the game but i got to the crown and then hit some switches or something. I think the level design was a bit harsh since you have very little time to react between screen transitions and you can end up falling a long way but overall it was a good submission :)
The movement and attacks are definitely the highlight of the game for me! Unfortunately it was crashing for me on the browser version occasionally but it was still a fun experience. Similarly to Joseph it reminded me of the smash moveset with the different types of attacks. It made the combat very entertaining! Great job
Thanks for the playing and giving some feedback! I would've liked to make the map more functional, that was more of a time constraint, its more there just to show you the general shape and size of the world so you can have some idea of scale. The sword positioning is a bit clunky but its doable, I'm not really sure how to improve this issue but there is an ability which makes it easier later. And you can buffer the inputs for the dash orbs, maybe I should make the buffer a bit more generous so it isn't so difficult, I also think its a little easier with autospin which is why its recommended at the beginning but that may just be a personal preference.
Check this out if you have time! https://itch.io/jam/metroidvania-month-23/rate/2530813
https://ecremprown.itch.io/pause-to-play-deluxe
Pause To Play Deluxe is the full version of the game I made for the 2023 GMTK game jam which was featured in the top 20 video. It is a meta puzzle-platformer that requires you to use the pause menu to find a way to the goal! There are 45 total levels and many new mind-bending mechanics to explore.
Its also scheduled to release on Coolmath Games tomorrow!