I think bow's direction is not well represented but, after few seconds, it's ok.
First, congratulations to the entire team.
I got stucked in a wall when 2 animals pop...but...i'm a ghost anyway !
I can't use SPACE for jump as mentionned.
I love the chara design and the entire atmosphere.
You just have to catch good dreams (blue feathers) and dodge nightmares (red swords). Each sword you catch make your character feels worst, each feather make your character feels better. The more swords you catch, the more the big bad black nightmare come close to your character.
Happy you love my graphics ^^.
Thanks for the message.
I add some random values in the movments of objects in order to diversify the level. Moreover, the difficulty steps change the value of the bonus and malus. I'm agree with the fact that the gameplay is very simple, but i only got 36h for this jam and prefer to polish the other parts than add some gameplay.
You can see feathers and swords fly in the intro scene -> First clue.
After that, during the transition scene, you see the dreamcatcher catching the blue feather and dodge the red sword (plus, i put a thumb up blue on top of the feather and a thumb down red on top of sword). -> Second clue.
Always in the transition scene, you can see the feather go on top of nightmare (wich is represents by a big bad black shadow) and make it fade out. -> Third clue.
Anyway i suppose you play and understand by yourself how the game is winnable, even if you miss the clue i create ;).
Thanks a lot for the test and for the message.
Thanks a lot for your message.
I try my best in all of my game with the current constraints such as time or in this context, the "no text".
For me a game is an addition of few things and i am proud to see you actually see them in my game.
The clock is just displaying an information. You are the one who set the time at the start of the level. In this way, you know how much time you have to fight against nightmare. May i should have play around some luminosity in order to warn player when sun is rising up ;).
Thanks a lot for the feedback anyway it always usefull for next games.
To be clear, it's a ooooold clock. In the past, on this kind of clock, this little needle (the blue one) is use to set the alarm. Actually, by setting the alarm far in the time, you increase the difficulty. I also change the bonus and malus with this difficulty needle ;).
Same reflexion. When ennemies are spawed at the right, player have to be in le left side. Half or your screen is just useless. With this adjustement, it would be easier to dodge wrong things and keep good things. Anyway the aesthetics is really good.
Good entry. Nice world.
Some points :
- I don't know if some elements are good or not (i actually kill all things).
- I don't know if i "win" or "loose".
- Some stars stay at position, no parallaxe. The result is that your scene is unreadable.
Again good work.
There is actually no text but i don't understand who i am and why i'm supposed to kill those cubes ^^.
Deplacments are smooth and music is nice.
I regret that i don't really see the ennemies bullets.
Do not understand at all the aim of your game.
The sound tell me that it is a Pillow Fight but i don't really understand how to hit or def myself.
Anyway th e colorfull palette is sweety.
Nice work on your game.
Some points i see for improve it :
- Add bounds on your character in order to don't go out of screen.
- I don't understand what the "can" is suppose to be ? (the object to reach in order to pass level).
- The character's physic is strange. I think i was on the moon at moment ^^.
Nice entry for this jam.Some points :
- There is unfortunately no music.
- A simple icon in the top of old character was usefull to show that it need resources (actually i try to just go out of screen at bottom in order to travel resources.
- Add some bound in your scene in order to not go outside it.
Arf désolé pour ça. En principe ce genre de bug était devenue assez rare. Félicitations d'en avoir trouvé un dernier ^^.
Merci du commentaire en tout cas. Et à bientôt pour un futur jeu ;).
Je suis du même avis. Il ne manque pas grand chose pour que le jeu soit très bien.
Ajouter les collisions aux astéroides et les détruire dès qu'un missile touche et c'est déjà cool.