The R to climb is because I wanted to try an alternative from using the same button to jump.
But yeah, lot of early stuff since I want to have some things fixed.
I do hope to at some point fix certain things like projectiles being dragged by their source entities or some enemy hurtboxes not always receiving damage.
Because there's stuff I still don't quite get with my current Godot version.
I should fix the text too at some point.
I forgot to do more with the level select menu but maybe I'll add the few levels that would exist in the next update.
Same with the gallery, specially because that "OC ideas" curse of mine might return.
I'll try to think ways of adding more to the visuals, even if there's already some frankensteining behind the scenes.
Kinda wish there was a window options.
(Also think there's no "quit game to desktop" option either).
Game has cute art direction and personality.
Being able to lock the character with a "aim" option is clever.
But I think the game's descriptions of the controls are outdated unlike the ones I saw in the itch page.
Love how the combo attacks can make enemies bounce against each other.
Though the mummy girls with swords seem to have a lot of health.
Also think I saw a bug where my projectiles came from above me instead of my gun.
Cute game, barely payed attention to Demo Day except for this I guess.
Controls are fine though I wonder if there's plans for more.
Didn't get the last 7 bones in this one area.
Also I find it weird that CTRL is the spin slam ability but that's because I played with keyboard where one hand was on the WASD + space/shift scheme and the other was used on the mouse.
I think right-click could be easier instead of CTRL for the spin slam thing but that's me.
In the options menu, regress is spelled "egress".
Clicking on the "items" vase in the UI can create lots of "inventorium" screens if you keep clicking the vase.
Reached the Robozone, also managed to deliver some boxes to some of those girls next to the ladders and even did some minigames to unlock the stuff keeping me down.
If you click in some items like the maid dress and then press ESC, the ESC menu is behind the other menu.
This game has some neat ideas and a nice art direction but it also gets frustrating since most of the time, I just get slowed down by enemies.
The Louise fight was difficult for me.
On one hand, I tried dashing away from her using E but at times, E made me kick into her instead (Only later I saw the move list).
On another, there were the invisible walls tha I almost couldn't notice (Because in this level, the grass has some bright area but it doesn't highlight where the invisible walls start).
Also I set my display window to 1280 x 800 but then I pause the game and click "settings" again, the window gets big again.
Also the first area has this lower but thin area where both me and Jin got stuck.
But other than that, the visuals and presentation is nice.

The frog enemy is interesting because they even have the leafs as placement, so it's a neat visual/gameplay detail.
In the construction site, I tried getting that ticket next to the hook but then I got stuck here.
I press "restart" and somehow still have the same low health amount and tickets I did get.
Personally, I always thought it's weird when 3D platformers have both ledge grabbing and wall jumping.
Still got all 4 tickets.
Still, cute demo.
Aggy-Chan is cute but... what about a cute Aggy-Kun?
Played on normal.
The grenade flying drone is new to me.
Discovered the Awoken easter egg.
Managed to get the 7th gun (Also Railgun) and meet the homing rocket mech but at some point, the game crashed in that area where the 2 homing rocket mechs were above a building (The one with the cyan key door) while I was using the gyro gun at one of the mechs.
I had saved at that point at least, but then it happened again: Same place with the same weapon and enemy.
I reached the end of the final level without even facing the mechs just because of what happened.
Still I had a lot of fun.
The models showcase section seems unfinished.
Beat this Atlantis level (Probably the first time I see a cutscene) and beat the boss, though it seems when I clicked this menu, I still shot from my gun.
Picked Physx I think that's called: Used the grenade launcher on the brick house and the game lagged a bit.
With the Moon level: Beat it by destroying the cannon, then lost because the game was still going: This got me stuck.
Also tried other levels like the Gravitron (Kinda got stuck in the ceiling) and the sewer boss.
The Etna boss was a bit harder for me.
Something that personally annoys me a bit is how the starting weapon on the left is the shotgun because I find the chaingun more convinient.
(Also because in a way, a chaingun contrasts the rocket launcher more by being a fast paced hitscan-ish weapon vs a slow projectile one, while the shotgun is still slow).
As of writing this, I'm playing story levels (If that's what they are) but not in a chronological order.
Also discovered that shift + S is 180 degree turn.
The fight with Nayla wasn't that hard.
In Serenity, I do use G to fly in third person, but somehow it feels a bit weird.
I think I played most levels and also saw a lot of /agdg/ cameos and art.
Also got to see my mech being repaired when using the repair item.
Managed to see lots of new stuff.
The dual wielding power up is a neat addition.
Is it me or are the machine gun guys not doing any damage?
Guess the ladders are kinda weird to use, specially this one (Had to restart the ship level).
After using the dumbwaiter: It's a good thing the machine gun guys couldn't hurt me because otherwise, they were already attacking before I got there: I feel there should be some way to make them "unalerted" until I show up like if I make a sound and then they turn around.
The dragon bosses are a neat idea.
Overall, I only played the tutorial and ship levels because they were new.
The ship level has a neat layout even if textures and props are still not here.
* I said the game sort of exists as an excuse for me to show off different characters, so it's kinda like a glorified OC showcase.
* Also my very first game.
* The companion's jump/ladder attachment being manual, at least to me, would give the player a bit more control into where they could go and not restrict level design, as opposed to making them automatic. To me it was a matter of giving a bit more option (Even if still convoluted at that degree) and also not knowing how to make purposeful AI.
* The videos stop music because they pause the rest of the game. This is because having the videos play while the game is unpaused leads to lag, specially in browser form since the game is also on Newgrounds
* (You didn't watch the full ladder video either).
* The swinging rod was there to showcase that the player can use it, so it's optional.
* The soccer ball has an icon in the HUD that tells you when you have it, after touching the bag or picking up the ball again.
* In the sixth level: If you press Q + arrows, you could try being quicker at pressing left/down/right, so can switch states a bit quicker. You get Angela to jump while following you and then switch to "stand still" state so she stands in that one upper block, then "follow me" again so she could push the vase. Timing when to switch states and even planning in specific parts of a level can help.
* I tried making gameplay related stuff stand out with pure black outlines while non-gameplay stuff has no black outlines and maybe some "dark grey" outlines at best. Gameplay stuff includes floors/walls/ceilings, stuff like switches/jump pads/pushables, coins, keys, other pick ups and even NPC's. Chances are some stuff needs to be redrawn/edited but there's probably so much that needs to be pointed at to me.
* I have plans for music and wanna try making some at some point. I wanted music to be made with the game in mind. I made a song for a trailer and wanted to see what else I can do with LMMS. Also wrote some music plans here https://docs.google.com/document/d/1Ua-ShLy6Z346w-tCx2dfHLl5o2VNHW3KdFtUMO6fTlw/...
* Sound effects depends on where I can get them and how I can put them exactly due to my still kinda poor gamedev skills.
* The kids got their dedicated jump button because making them jump on their own would be complicated to me. It could lead to scenarios where they jump in places you wouldn't want them to jump.
* In general, they were built around my current skills and what I thought could work, specially because I thought I could give the player "some" form of control and feared making the kid a bit too "automatic".
* Stella is a one time thing and the only other time there's a "third companion" is with a character that requires no climbing or health pick ups.
* I made the ladders longer in that area in KrimbLevel3 as of now (In general, I'm doing some level retouches).
* I technically showed the box in the cutscene before Hirdrih.
* The Companion's jump doesn't have that "if you press a bit more, it's a bit higher" thing the Player's has.
* If you get enough coins, you get an extra life.
* NPC conversations are all based on 4 lines.
* Anna Fresser isn't a character of mine. She's from HemoGlobinWorld's Dreadhunter and the idea is that she has a line before you lower the water and changes after that.
* In the Shihiro level, you could've met Ganya (By FairyGodBomber) after getting all the targets.
* If you wanted to know level passwords, the white square in one of the corners of the main menu screen shows a board with all passwords (And to disable it, you look at another corner with a similar square). Because the squares are green and have white diamond shapes but one has inverted colors.
* Yeah, I did trace over 3D models and even talked about doing that, just because I wanted to be quick with art.
* To me, that's just a recurring tile pattern that always existed. There's also an actual WW2 inspired setting later on.
* What pentagram are you talking about? And also, I already have another setting that has Hell, so the only pentagrams are the intentional ones for that setting.
* The idea of the hats in those drawings is that the cap represents the older sibling while the spinner hat represents the younger one. They don't represent any of the main characters visually and I wanted to try something more "universal".
* Ezcudos is based off "Escudos" which translates to "shields". It's based on the currency Portugal used to have before the Euro.
* The thing with the tutorials is that they used to have too many books and each with a drawing, so I went by having the illustrations put around the level and have few books for specific things while also assuming they could offer some info through visuals.
* When you enter the soccer ball state by pressing down, you then press left/right depending on where you want the ball to go or up to cancel the state.
* The point of playing as the companion is in case the main controls are a bit difficult but the game is still mainly built around that idea.
Also, you ignored the first book and the 2 screens, with videos I put to show off the main controls and ladder controls for the kid.