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foolmoron

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A member registered Feb 18, 2014 · View creator page →

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smcfjmkk

Such a ridiculous idea but it actually plays pretty well! Still haven't found the hidden ending... but so glad you put in *spoilers* is you at the end

Really nice controls! It would be cool to have an opacity option too (e.g. all black on all white at 50% opacity would result in the middle dot pattern)

I can try to make one using the export option in Unity, but I don't have much experience with Linux support so if it doesn't work properly, we wouldn't be able to fix it. We definitely wouldn't list a Linux version on Steam, but maybe a download on itch would be okay. I'll try it out soon and let you know when I upload a build here!

Thanks! I loooooove Nicky Case so that's huge compliment :D

Emailed you but I'll post my feedback here too:

The game is soooo awesome. Especially the grappling hook. I discovered so much awesome movement already. I was able to get 8 power chips and I'm pretty sure I discovered all the debug areas, including the graveyard and your checklist. And the charging while not shooting is so smart. Took me a while to figure out but it's great. If you added a slight pushback force on the charge shot when swinging, it would add a TON more movement options too. Nothing too strong, just enough to get around a corner ledge with a well placed grapple for example. It could also boost chain swinging speed for really crazy speedrunning.

Took me like 10 minutes to get to the regular ending, would've been 0 deaths if not for the crash which made me redo the boss and die once. Explored the world with the grapple for like 20 more minutes.

Really cool concept. Loose platforming controls made it a bit for frustrating than it had to be, but the tradeoff was it made you really pay attention to the level design and plan a route.

Zhaoyi might have put them in... 

Not sure why I only just played this - suchhh a nice combination of mechanics with the grass and the platforms

Thanks for the video!

Ah yeah so the way keyboard controls are set up now is pretty weird - we will definitely have full control rebinding later so it makes more sense. But right now the controls are hardcoded, and you can check the README file in the game directory to see the exact controls (Show Manual when launching in Steam).

There are 4 sets of keyboard controls spread out across the keyboard, so theoretically you could play 4 players on 1 keyboard, but it gets really tight. Each control set has its own Start button (WASD is Left Ctrl, IJKL is Right Shift, etc) which is why you needed I/K to navigate the pause menu when you used Right Shift.

Good catch on Enter pausing the results screen effects! Added to our list. Thanks for the feedback :D

Woot good to see you're jumping back into the jam!

Also here's something I wrote up a while ago for making a high-quality timelapse on Windows, which is way harder than it needs to be:
http://foolmoron.io/timelapses

Which browser/operating system?