Debug commands can be useful, but people can also give up too early and just use them without experiencing the game, it makes it faster to test but also can pollute the feedback, if you use cheats you don't know how hard it is to get the unlocks.
Like if I mentioned that I moved the teleport cheat from "t" to f12, I might have gotten different feedback, but would it be higher quality?
Ellaris
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Really cool game, I liked the art, audio and the unique story.
It was quite long, huge maps, perhaps even too big.
It felt quite jump spam heavy with the pull up jump.
The camera movement was sometimes quite nice, but other times very annoying.
Especially in the first level the foreground vegetation sometimes felt like it was getting in the way.
The first boss fight was quite interesting.
I stopped at the door to the second boss after finding out I need more keys.
Thanks for playing.
Thank you for the details feedback.
I don't play that much platformers, but now I know why they use a separate jump key.
That healing shrine wasn't intended to be reachable before getting the edge grab, I did most of my testing when the player was a larger green square so I had to make some adjustments afterwards, this one must have slipped through the cracks (though it's not that bad).
Yes the wall jump shows up on edge grabs as well (which probably shouldn't but it wasn't a priority), but I don't think it gives you extra wall jumps as those reset when you have ground below you.
Thanks for giving it a try.
The python boss ... I came up with the mechanic first, then I tried to fit the theme onto it and that is the way I managed to, I do agree it's not the best, both in terms of consistency and logic.
I didn't know about the cheese either, I was using the power of teleportation (dev privileges).
I'm glad you found purpose in every room, that's what I was going for, although I think the room on the right is a bit lacking and could use a shortcut, and the final boss wasn't meant to be what it currently is, a fusion of the other 2.
Thanks for playing it.
A save point system could be nice, I wasn't concentrating on it and didn't find the time so I just quickly added a restart.
Although I'm not sure that cheesing is too much of a problem, not everyone likes it or has to do it or even notice it, but it does allow to play through the mage on "easy" mode and find alternative methods to "skill".
Nice graphics and audio, and an interesting story.
The map was quite big with long corridors which got boring pretty fast, especially when traveled through multiple times.
It was hard knowing where to go and what to do, like with the powers, the color coding helped, but I still don't know what they do.
The combat was a bit bland, the sword attack had quite larger reach than the graphic would suggest, the enemies sometimes stunned me before rushing at me, which I would think should happen on collision or some kind of indication.
I reached the final door, but going over the map a second time I didn't find any more shards and despite the message of "deciding what to do now" I could not continue, even for a bad ending.
Very cool looking and sounding game, but it is very hard to navigate the world, I spent a lot of time thinking the game doesn't work, until I read the description to find out that it's not supposed to work, like you can crouch and try moving and play the movement animation but remain in place, it's really weird to go for double tap, but also the ladders are very hard to climb, it also seems like oftentimes it looks like there is only one way to go,and it looks like you should be able to reach it with your jump, but the character doesn't make it by a few pixels (vertical).
The game looks cool and sounds nice, and has a decent amount of content. Unfortunately it's not very polished making it difficult to play, the enemies are very fast and you have to hit them a lot before getting upgrades, the dash feels very awkward moving the player towards the mouse, but you also have to aim with it for enemies and anchor points, it would be nice to still see even if only a little bit of the mouse as sometimes I got lost on where it was. I once got knocked by an enemy to another room and got stuck outside the map, only could transition to the outside of another map and back.
Cool game, I really liked the secrets, made me feel like I was smart, but some less inquisitive players could have a harder time finding them, and since they mostly give extra hp, those might be the players that would need them. It felt a bit slow to walk around, the flying enemies were annoying as in you couldn't ignore them like the shooting snakes (which reminded me of liero), the wall jump was a bit awkward, from what I found I had to press side button and then jump, where instinctively I wanted to do it the other way around since the jump was the thing I wanted the most (I actually had a similar problem in my game and just changed it to only jump, but you could also allow for holding the jump key).












