So how was your development time? Had you had fun? I hope you hadn't crunched, god bless you
I had a pretty wacky bugs that grew into a somewhat proper mechanics, like i was making a slide mechanic, and by mistake made the physics material too slippery, so it hadn't ever slowed down the player. Decided to keep it, so you could build up a huge speed (so it turned into something like b-hopping, but without jumps)
Less favorably, i almost blew my ears out when I spawned ~20 enemies at once, because I forgot to put a limiter in audio mixer
Hezolite
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Ooh, I guess I'll have to tinker with that. I think i made the wrong call when I decided to keep the outlines visible through level geometry. At the time, I thought the player would struggle to find the last foes, who'd occasionally stroll away somewhere remote. I hadn't came up with the proper solution (deadline was, in, like, 5 hours)
Thank you for playing and your feedback, immutable!
What a cool game
I was surprised when I saw the complete scale of the map, you guys are bonkers-
Music is nice, everything's chill and vibe-y, visuals are great. Though, I'd a bit lessen to quantity of spikes in some rooms (or give player a little more space for jump/moved away a bit). I didn't struggled, but I feel some players had.
Been playing in browser with a controller, all's rock-solid (didn't had to close steam, btw)
My first game release EVER. I hope you all had fun developing, I know I did. So why not relax, drink a tea that had long lost its heat, and play each other's games?
Check out my totally-not-overscoped FPS with a really fast movement: https://hezolite.itch.io/celerion
Any feedback is deeply appreciated and largely invaluable.

