Cool idea! It was laggy on my computer, but then again... it's a mac laptop running like 20 chrome tabs ;>.>
I loved the sounds, the feel of the game, all that sort of thing. I figure if it ran smoothly it would feel good to play! I liked how you could kinda roll up over edges, too. It made the platforming forgiving.
Reminds me of Katamari Damacy (Bit of a stretch, but still).
hedenistic
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Thank you!!! While the art is unpolished, I did put a lot of love into it. I'm glad you enjoyed it :3
As for being a full game... probably not. It's definitely not your fault that you got lost and didn't find anything, there are many pieces of the design that could have made things clearer. It's hard when you're the one making the game to understand how someone who has never seen it before will interact with it.
In the future, I'll definitely be looking for ways to make my games more accessible.
Yes I know, the fullscreen button didn't fix it in my testing. Hence the note on the resolution issue. I was planning on figuring that out, but I've burnt out on the project so it's probably going to stay as it is. If you use the inbuilt zoom function of your web browser that lets you view the full game, but for now that's the only solution I have. Sorry :/
The room with the plant NPC, that has a big column through the center. The one above the starting room. I also had the series of transitions wrong in my hint doc, so double check that. I had one extra down and right, I believe.
I also think I'm gonna just... include the dev map in the solution doc XD
Edit: Dev Map added!!! For you visual learners out there. Plus it's cool to share some of the stuff that went into making the game :3
Ooh, that could work! I may have made the game a bit too esoteric ;>.> If you want to get through the crystals, take a look at the room with the roman numerals and the inverted cross. I intended you to need walljump for it, but I think there's a way you can do it without as well.
Edit: For the double jump puzzle, you can also follows the arrows on the stones. There are some in the lava rooms that are melted (in an attempt to obscure which way the arrows pointed), but the implementation is subtle... It's hard to judge what's obvious or not when you're the one building the game.
Also, going down through a lot of transitions in the beginning is intentional. Firstly to teach you about the looping rooms, and secondly to help funnel you towards the first two main abilities of the game. If that wasn't clear or wasn't helpful I'll see what I can do to improve the early sections of the game.
Dash and Double Jump are both accessible without any abilities. I was hoping that the puzzle aspect would be a bit more clear, but it's always hard to convey an idea when you already know the answer. As far as hints go... going through 5 right transitions got you the dash, so another chain of transitions could get you something else. The 'u' in jump looks kinda weird too, maybe you can figure something out with that.