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HIZUVI

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A member registered Jan 17, 2019 · View creator page →

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Anytime!

I really wasn't expecting to enjoy this, but I really did! I thought the controls were really sloppy and slow, which they are, but they make the game play at a very different pace than other shmups, which was nice! Pretty acceptable amount of polish considering the scope of the game. Some things I though were messing though were something to tell you that you had paused the game (I got very confused and thought I had crashed the game), and making the shots feel a bit heavier. Otherwise this is really good!

People have spoken about this on multiple occasions, so I'll try to explain this and what I think.

Yes the point of pico8 is it's limitations, noone can disagree with that. They have been selected to make the developement experience as fun as possible, and they are there to force developers to be creative. An example from something I'm working on is how I place enemies. I know that the token limit is getting closer to my throat for every line I write, so I needed to come up with a solution that would cost less tokens than the normal one. In my game I have enemies coming in waves. This cannot be randomized as that would make speedrunning very weird and unfair, and speedrunning is a big part of the game. My first though was to keep the what enemies comes when in a big fat list, but since there are quite a few of them I didn't want to use up my few precious tokens for that. What I did have was a lot of space on the map, so I used that instead to save the waves of enemies, and it was a really good compromise, but most importantly of all, it made me do something I wouldn't do normally. So that's the power of this limitation, it makes you think outside the box, and inside the cartridge. (Yes that was terrible I am deeply sorry).

I know there is a lot of people talking about the code limit, and that it is too small. And I agree with it being small, the limit is making it hard to make more complex games with. But is the point of pico really to make complex games? Or 3d engines? Or whatever? That's up to each and everyone, but I don't think you should be making such complex things. It's about being creative, not remaking doom, not making the next aaa title. And another thing, if the limits are starting to get less strict, then at some point the original idea of pico would be completely gone, as it is these limitations that makes the engine what it is.

Disregarding all that though, being able to make two cartridges and slap them together to use both of their memory would be really damn cool.  

I could do a tutorial for it if you are still interested, I haven't used pico for more than a week, but I have been programming for a few years so I could probably give them someplace to start. And if they like it I could continue on with the tutorials, because I actually love creating tutorials :D

A good necro for once ;)

Don't keep me waiting for too long ;)

If you want to do a jam or something together, just hit me up with that. I really enjoy working with new people, so if you feel like it then just throw an email down my way :D

Really good for a first game!

I'd really recommend not continuing working on the game when you are still very much a beginner. The best thing to do when you are starting out is to make a lot of games quickly. That makes you, one, actually finish stuff, two, learn about a lot of different things, and three, you don't have to deal with the crap you wrote a month ago. So make a project in a week, then make another, and another one, and so on. Good luck with your gamedev adventure!

For that you did a pretty good job :D

Visuals are really good, like the way the music comes together, but the gameplay was lacking. As an experiment this is pretty cool but there just isn't anything in terms of gameplay, more than moving around. So cool music and art, but the game aspect of the game was lacking. Pretty good job though.

The motives are pretty decent, although the mixing is not great. It's just not on par with what I want to be creating. Was it good enough for a gamejam, yes, but I think it could be very drastically improved.

The discord being down is because I cancelled the game, and the game being so close to celeste is one of the reasons why I decided to cancel it. It would have gotten farther away from celeste if I were to develop it further, since the combat and the movement downwards would be different to celeste. The demo was terrible for showcasing that though so you are right, and it being so close it is a problem. I might pick it up parts of it one day, probably the characters, the story and the visual style, but try something different with the gameplay. 

That's the main reason I am currently making prototypes and just messing with a lot of different stuff. I tried the roblox engine, and I'll be messing around with pico-8 during this week, and I'll definitely learn something new from that.  When I find a prototype I really like then that might become Nordic Niefel. I'm just too in love with the story and the moments it is going to bring the players to let that go.

I might make a new discord for all of my different wierd projects when the audience for what I create is bigger, so it becomes a bit more interesting. 

Hey thanks! All credit for the pixelart goes to TheNush, and he really did an amazing job. Not too shure about the music though (should probably say I made it), I don't really like it and I think the mixing is absolutely awful, and it just doesn't come close to what I would make now. The music I make now is more EDM than chiptune, but I made some tunes for the new version of the game, but you can read more about that in the new thingy I uploaded.

If you want to hear the new tunes you can just open that up, I have a bit more written in there but for now, cheers!

You think you could build the game or something so you won't need java to run it?

Really like the visuals, my eyes are currently dancing so it might be just a tad overkill. The music is pretty good although the gunfire is really good. Really good that you have the calm mode to make the game more accessible!

Could be a pretty fun shmup, right now there is no reason not to just hold the firebutton so that removes what could be some tactical fun. Otherwise, really great visuals, good music and some pretty good potential!

6000 ;)

Awesome that you actually finished it! I honestly wasn't expecting anyone to finish it, so I'm impressed, well done!

About the bugs, I know how to fix most of those, but ya'know, prototype is a prototype and since I basically doubled the time I were supposed to make it in I just finished it up as quickly as possible. The catching yourself is intentional, although it isn't supposed to be sticking out through walls. I was originally going to fix it so it would stop when it hit a wall, but time. 

Grabbing things through walls are a stupid thing I should've fixed, because it is incredibly simple to do with a raycast, I just didn't do it. It would have been worth it though, because it is a big thing with a really simple solution.

But hey, thank you for playing the prototype! If you ever want to do a gamejam together or something then hit me up. Or if you have something you want feedback on just tell me. 

Cheers!

Thank you! I hope you will like the future stuff I'll create!

Thank you! I worked pretty hard on gething the movement to feel good, so I'm really happy to hear that!

This could be a very cozy game if you zoomed out the camera a tad, made the fire deplete a little slower and take some time to write a shader or get a really good particle system working for it. It is pretty nice to player already, although I couldn't last that long because there were too little logs around. Or maybe I should have distributed the logs better or something, I don't know. 

The fact that you see 2 meter in front of you was enough to get my really close to shitting myself. I'm a tad scared of darkness you see. But when I saw the enemies it broke the immersion. Their limbs were just too spassy, flying around everywhere. The first one scared me when I first saw it, but as soon as I took a look at it. Also, it is a bit anticlimatic when you die.

The movement has potential, although I just couldn't get my head around it fully. It was very hard to control and if you mash space it is possible to go through the roof

(1 edit)

The art is really good, and the music is as well. But there are quite a few problems with the gameplay. 

The biggest one is that you have to rely so much on memory to get by. You have to remember which platforms are where, and where the enemies are. I know that you can throw you're torch, but I just ended up throwing it into down the void most of the time.

The movement itself works, but it is very twitchy and the jump feels pretty dead. It is totally acceptable for someone creating their first platformer. GMTKs video on celeste gives some pretty good info on how to make a platformer feel responsive but not twitchy. If you want to improve the jump I think board to bits has a video on it titled something like four lines to a better jump.

The hitboxes feel to big. Especially for the player. 

Thank you! I worked really hard on getting the movement feeling real good, so I'm happy you liked it! I'll also tell theNush that you like his work. I'll totally check you're out when the voting begins.

I don't think it is possible the way it works now, if you could convert the font to bitmaps, then you could probably write a script that packs it and writes the right code into the Json file. I think temmie actually used one when she made the game, because if you scroll down to the bottom of the Json file there is a link to a sprite packer or something. I can't quite remember though, so I'd recommend you check it out yourself.

It would be amazing if she did that. Although she isn't reachable on twitter at least, and I'm not shure if she checks the community posts, but if you managed to show it to her it would be fantastic. 

Don't worry about it!

I'm honestly just happy that I could help. A question though, won't you have to add kanji characters as well? Or can you translate it with just hiragana and katakana? 

ALSO I WANT TO SEE IT WHEN YOU ARE DONE!

I won't understand a word, but it will be superinteresting nontheless. And if you have problem with anything, just throw another comment here. Cheers!

If the person who translates the game wants to make a chinese version of the game, I have a tutorial on how to get non english characters working in the game here: https://itch.io/t/899982/tutorial-advice-how-to-create-a-fan-translation. I wish you best of luck!

If someone ever asks "how did you bother doing this?" then here's my reply:

A game like this is not something that just pops up. It requires real dedication and a huge amount of both courage and skill. And when people put their heart and soul into something it's worth so much. You can really feel it coming through. Last game that made me feel so much was Gone Home, and before that it was Undertale. I'm so damn thankful for what temmie, tobs and camellia has created for me in this, and I want more people to be reached by it. So huge thanks to the tree of you. You are making my life.

The font can now: https://itch.io/t/899982/tutorial-advice-how-to-create-a-fan-translation

Alright, I figured it out, and I have made a slight tutorial of it for peoples future reference. It took like 4 hours to make, and will take you a billion years to get through, but it is at least something: https://itch.io/t/899982/tutorial-advice-how-to-create-a-fan-translation

Heads up for anyone who just want's to get going; simply scroll down and I have a section where I show how to change the font step by step.

Another heads up; if you have any issues; throw a comment at me and I'll answer asap.

I was messing around in the community, and saw a post by sunkinship. They were thinking about doing a fan translation to japanese, but there were two main problems:

  • You have to go into the map files and change the text, which is horrible
  • The font doesn't support japanese

The first one was easily solved: you use a tool made for translating rpgmaker games called translator++. We both found that solution pretty quickly.

The second one was more difficult. I'm know a fair bit about gamedevelopement, in unity at least, and I'm fantastic when it comes to fuck stuff up, so I decided to try and find a solution. It is somewhat simple. In the files for the game there is a folder called fonts, and in the folder there is a font. So the solution seem pretty simple, right, you change the font to something that supports japanese signs. Except the font in the fonts folder is not the font actually being used. The font actually used is the one in the folder Bitmap fonts, and it isn't made like a usual font. It is made from a tilemap, and a JSON script that defines where all the characters are placed on the tilemap. That's how deep I'll go into the technical stuff, don't be too scared.


HERE'S THE ACTUAL TUTORIAL:

The programs I'll be using are Visual Studio 2019 and Krita.


---PART ONE: INSTALL TRANSLATOR---

Start with installing translator++. I don't know how it works, and haven't downloaded or tried it, so you simply have to figure it out for yourself. You will use this to change the actual text. You can find it here: https://forums.rpgmakerweb.com/index.php?threads/translator-game-translation-tool.102706/


---PART TWO: WHAT IS GOING ON---

Now let's make the font support the characters you want to use, for this example I'll just get the basic hiragana (japanese characters) working.

Begin by making a copy of all the games files. This is to make shure that when you inevitibly mess something up, you don't have to download the game again.

Open the copy and go "Dwellers Empty Path > www > fonts > Bitmap Fonts > GameFont". This is the folder where the used font is kept. This is how it should look:

Now let's look into the "Temmie_Lettering03.json" file. This is where data is stored about the font. Open it up in visual studio. Now things will get a bit heavy if you have no experience with programming or files like this. But don't worry, I'll guide you through it!

For each character there is a block of text looking somewhat like this:


There are three lines we really care about. The one starting with frame, the one starting with spriteSourceSize and the one starting with sourceSize. The lines starting with frame is the most important one. It tells us where the image is located on the spritesheet (we'll get to that later) and also it's width and height. The position for this character is therefore x:0 and y:120. We change this when we begin adding our own characters later. The width is 30 and the height is 40 for all characters (except a few special cases), so let's keep it that way for all characters. This means the characters are on a 30 by 40 grid, which is important to remember later when we begin messing with the spritesheet. 

If we scroll down as far as we can we will see this block. When we expand the tilesheet we will have to change the size here. Let's call this the meta block for future reference.


---PART THREE: MESSING WITH THE SPRITESHEET---

Now let's mess a bit with the spritesheet. Begin by opening the "Temmie_Lettering03.png" image in Krita. It looks like this when we open it up:


Can you see what is going on? I can't either. So let's give it a black background just for now. We will remove it later to keep the transparency as it should be. (I have renamed the layers so it's easier to figure out what is going on.


  1.  Press the add layer button
  2.  Move the new layer down so it is behind the characters
  3.  Set the color to black
  4. Press "Shift+backspace" to fill the whole layer

Now for some easier editing, let's show a grid. Open to grid docker and set the settings to what I have. 



  1. Press the checkbox to show the grid.
  2. Press the chain to unlink the sizes. If the chain is together both values would change when we change one. Unlinking it makes shure we can change them independantly.
  3. Set the sizes to what the width and height we found out about in the json file.

Now it looks something like this (if some lines are dotted/dashed it is because your subdivision is not set to 1, you set it under the x and y spacing): 


You see M and W. Those are the special cases I was talking about. They make all the other characters get offsetted from the grid, which makes them more difficult to define the characters in the json file, so let's avoid creating any of those special cases as much as possible (if you want to create one anyways then look by the extras).

Now, let's add a hiragana character to this. Although the size of the sheet is a little small, so let's make it longer. Krita has a great feature for this. Scroll down as far as you can and then press the big down arrow. (Remember that we did this for later, we will have to change the height in the meta block of the json file). (Also I'll be using gifs now, yay)

This messes up the black background though, so select the layer which has the black background and press "Shift+backspace" again. Perfect.

Alright, let's put in some hiragana characters! But before that (this is the last thing, we will do the characters right after this) let's pick the right brush, and pick the color of the other characters. The color isn't perfectly white, so this makes shure it all looks right.


NOW LET'S DO SOME CHARACTERS! YAY!


Let's start with those and do more later. It's time to define them in json file and also change the height in the meta block. When we are messing with the json file, don't save until I tell you to, ok? THAT IS IMPORTANT. I'll explain later.


---PART FOUR: JSON CODE---

For the meta block, set the height to 512 (the reason to set it to 512 is because it is the double of 256. When you use the big down arrow to expand the canvas the size is doubled in that direction):


Now comes the interesting part, the new characters. For each character we have to add a block and set the right position on the spritesheet. Now how do we figure out what the position is? Simple multiplication my friend. 


We count the cells so we know which cell the character is in. The counting starts on zero, becuase that's just how it works in here. So for example; the ! character is at cell 0, 0. Let's take another example, the $ character is at 2, 0. The first digit is the x, and the second is the y.

Now for our new characters: あ for example. It is in the 0, 13 cell. Now it's time to convert that into pixel positions, because that is what is being used in the json file to determine the position. We know the width is 30 pixels, and the height is 40 pixels, so let's just multiply the cells x with the width and the cells y with the height. This is the mathy stuff:
0 * 30, 13 * 40   =   0, 520

So the pixel position for あ is 0, 520. Let's copy a block and put in the info:

Let's try if it actually works in the game now. So let's try saving the file. But we get this popup: 

DO NOT PRESS YES. (If you pressed yes anyway, go down to the "If shit isn't working" section). Press "Save With Other Encoding",  click on the Save With Other Encoding and select the "Unicode (UTF-8 without signature)" option. If you select any other unicode encoding rpgmaker will go mayham and throw errors at you, and if you use any other encoding I can't promise all characters will be supported. ( I can't really do that with unicode either, but it seems to work for hiragana at least)


---PART FIVE, TESTING IF IT WORKS---

Now we have saved the tilesheet, and the json code. Let's see if we can get it to work in game. To do that we have to make the あ appear in some ingame text. Let's try doing that. Go "Dwellers Empty Path > www > data" and open Map002.json. This is the map outside the house, and we can mess with a line here to see if the hiragana is working. This would be easier with translator++, but I haven't downloaded it, so I don't know how it works. Let's just open the Map002.json file and change the text. I'll change the text that appears when you speak with mr handsome demon. It is on line 24. When you save, you will get a popup like the one in the "Temmie_Lettering03.json" file. Same process here, save with the "Unicode (UTF-8 without signature)" encoding. 


Moment of truth comes now. Is it actually working? Let's start the game and see (if there is no change you might have started the wrong exe, since you made a copy of the games files, and if you get an error chech the "If shit isn't working" section). Go outside to Zera and talk to him. The text will appear the second time you talk to him (I cut away most of the first time you talk to him):


No errors, it seems. Although since the black background is still there the selected button looks a tad wierd, and during the nightmare the characters has black boxes around it. All other text has black boxes around them too, but it isn't that noticable later.  We can fix the black boxes by disabling the black background, saving it and then restarting the game.

All the hiragana characters are blank except for the あ though. That's because we haven't defined them in the json file yet. So let's finish this all up and add all of the characters.

---PART SIX: ADD MORE OF THE STUFF AND FINISH IT UP---

I added some more hiragana characters, and the tilesheet looks like this with and without the black background (this is like the actual tilesheet, not just a screenshot of it, so you can download this and use it):


Does the characters I made look good? No. Of course not. I don't know japanese or how to actually write the characters, but,  ya know I do the best I can. 

Now here is the code added in the json file for all the hiragana characters:

"あ.png":
{
    "frame": {"x":0,"y":520,"w":30,"h":40},
    "rotated": false,
    "trimmed": false,
    "spriteSourceSize": {"x":0,"y":0,"w":30,"h":40},
    "sourceSize": {"w":30,"h":40}
},
"い.png":
{
    "frame": {"x":30,"y":520,"w":30,"h":40},
    "rotated": false,
    "trimmed": false,
    "spriteSourceSize": {"x":0,"y":0,"w":30,"h":40},
    "sourceSize": {"w":30,"h":40}
},
"う.png":
{
    "frame": {"x":60,"y":520,"w":30,"h":40},
    "rotated": false,
    "trimmed": false,
    "spriteSourceSize": {"x":0,"y":0,"w":30,"h":40},
    "sourceSize": {"w":30,"h":40}
},
"え.png":
{
    "frame": {"x":90,"y":520,"w":30,"h":40},
    "rotated": false,
    "trimmed": false,
    "spriteSourceSize": {"x":0,"y":0,"w":30,"h":40},
    "sourceSize": {"w":30,"h":40}
},
"お.png":
{
    "frame": {"x":120,"y":520,"w":30,"h":40},
    "rotated": false,
    "trimmed": false,
    "spriteSourceSize": {"x":0,"y":0,"w":30,"h":40},
    "sourceSize": {"w":30,"h":40}
},
"か.png":
{
    "frame": {"x":0,"y":560,"w":30,"h":40},
    "rotated": false,
    "trimmed": false,
    "spriteSourceSize": {"x":0,"y":0,"w":30,"h":40},
    "sourceSize": {"w":30,"h":40}
},
"き.png":
{
    "frame": {"x":30,"y":560,"w":30,"h":40},
    "rotated": false,
    "trimmed": false,
    "spriteSourceSize": {"x":0,"y":0,"w":30,"h":40},
    "sourceSize": {"w":30,"h":40}
},
"く.png":
{
    "frame": {"x":60,"y":560,"w":30,"h":40},
    "rotated": false,
    "trimmed": false,
    "spriteSourceSize": {"x":0,"y":0,"w":30,"h":40},
    "sourceSize": {"w":30,"h":40}
},
"け.png":
{
    "frame": {"x":90,"y":560,"w":30,"h":40},
    "rotated": false,
    "trimmed": false,
    "spriteSourceSize": {"x":0,"y":0,"w":30,"h":40},
    "sourceSize": {"w":30,"h":40}
},
"こ.png":
{
    "frame": {"x":120,"y":560,"w":30,"h":40},
    "rotated": false,
    "trimmed": false,
    "spriteSourceSize": {"x":0,"y":0,"w":30,"h":40},
    "sourceSize": {"w":30,"h":40}
},
"さ.png":
{
    "frame": {"x":0,"y":600,"w":30,"h":40},
    "rotated": false,
    "trimmed": false,
    "spriteSourceSize": {"x":0,"y":0,"w":30,"h":40},
    "sourceSize": {"w":30,"h":40}
},
"し.png":
{
    "frame": {"x":30,"y":600,"w":30,"h":40},
    "rotated": false,
    "trimmed": false,
    "spriteSourceSize": {"x":0,"y":0,"w":30,"h":40},
    "sourceSize": {"w":30,"h":40}
},
"す.png":
{
    "frame": {"x":60,"y":600,"w":30,"h":40},
    "rotated": false,
    "trimmed": false,
    "spriteSourceSize": {"x":0,"y":0,"w":30,"h":40},
    "sourceSize": {"w":30,"h":40}
},
"せ.png":
{
    "frame": {"x":90,"y":600,"w":30,"h":40},
    "rotated": false,
    "trimmed": false,
    "spriteSourceSize": {"x":0,"y":0,"w":30,"h":40},
    "sourceSize": {"w":30,"h":40}
},
"そ.png":
{
    "frame": {"x":120,"y":600,"w":30,"h":40},
    "rotated": false,
    "trimmed": false,
    "spriteSourceSize": {"x":0,"y":0,"w":30,"h":40},
    "sourceSize": {"w":30,"h":40}
},
"た.png":
{
    "frame": {"x":0,"y":640,"w":30,"h":40},
    "rotated": false,
    "trimmed": false,
    "spriteSourceSize": {"x":0,"y":0,"w":30,"h":40},
    "sourceSize": {"w":30,"h":40}
},
"ち.png":
{
    "frame": {"x":30,"y":640,"w":30,"h":40},
    "rotated": false,
    "trimmed": false,
    "spriteSourceSize": {"x":0,"y":0,"w":30,"h":40},
    "sourceSize": {"w":30,"h":40}
},
"つ.png":
{
    "frame": {"x":60,"y":640,"w":30,"h":40},
    "rotated": false,
    "trimmed": false,
    "spriteSourceSize": {"x":0,"y":0,"w":30,"h":40},
    "sourceSize": {"w":30,"h":40}
},
"て.png":
{
    "frame": {"x":90,"y":640,"w":30,"h":40},
    "rotated": false,
    "trimmed": false,
    "spriteSourceSize": {"x":0,"y":0,"w":30,"h":40},
    "sourceSize": {"w":30,"h":40}
},
"と.png":
{
    "frame": {"x":120,"y":640,"w":30,"h":40},
    "rotated": false,
    "trimmed": false,
    "spriteSourceSize": {"x":0,"y":0,"w":30,"h":40},
    "sourceSize": {"w":30,"h":40}

And here they are ingame (without the ugly black boxes):


And that's it! Kinda. You have to add all the characters you want to use to the spritesheet, and then define them in the json file. But now you know how to do it!

Extras:

Things might be added here as time goes on

Wide characters:
If a character is too wide to fit in one box, then you will have to do a special case.

Instead of taking one cell, make it take two cells, and set the size in the json file to double the width (or as wide as you want it to be, I don't really know what works, try things out. Don't forget to try starting up the game everytime you make a change though. That will make shure you don't have to spend hours tracking down a single issue).


If shit isn't working, then look here

Things might be added here as time goes on

If you get an error, it is most likely that you have encoded a json file wrong. To fix it, open the file in visual studio, then go to file and press "save file as". Then press the tiny arrow to the right of the save button, and there will be a dropdown saying saying "save with encoding". Then select "Unicode (UTF-8 without signature) and save.



If the letters seem to be cut at the wrong place, that is most likely due to the position of it being wrong in the json file. So if the character a is being cut then go into the json file with the characterblocks, and check the block for character a. Mess around with the position until it gets right, or just go into krita, check which cell it is in and redo the math.

It might just be me who tries too see a connection that doesnt exist. Anyways, in the caves where you can go from the forest to a backalley of castletown, there is a puddle of water, and when you interact with it Yoki says something like "This water is too muddy to heal anyone". I think that might reference Undyne getting water from Frisk in hotland. Might be a bit farfetched, but yaknow, it's only a guess.

There is a tool called translator ++ that seems to be able to do a pretty good job at it. For changing the font, I have an idea for a terrible solution, which might or might not work, but I'll mess around and see if I can get something working. If I can get it to work, there might be a solution! Although it might only support hiragana, simply because there are too many kanji to fit in. But I'll see what I can do!

Did you find the undertale reference?

I'm really happy you have like the devlogs! I like writing them, becuase they force me to really reflect on what I have been doing.

About the company; It's a non profit company so it is not really a publisher, and the goal of it is to help out gamedevs in my city with their games with some support. So that's why I'm saying I showed off my game to a company rather that pitching it to a publisher. 

About how it went; I was really nervous, and I was the last one of the gamedevs who was going to pitch their game. We were doing the pitch digitally, and most people had a webcam, so I could see their faces. And as soon I joined the call, I silently went into panic mode. I looked at their faces and though "wait, not a single one of these people seem to be under 20. What have I gotten myself into?". I was simply put 5 years younger than the competition. At least 5 years younger. My pitch went pretty well itself, but I didn't win. The others were just too good. But I got a lot of great feedback! And that is what matters in the end; improvement. So next time I get a chance like this, I'll be one step closer to winning.



One, that was fucking nuts.

Two, I love it.


Even though the style of this game is kinda all over the place, it still has its charm. You could take a bit more inspiration from octopath traveller when walking around in the world. All in all, the soundtrack was just as wicked as the characters you face, so it works really well. Wishlisted it, and will buy it.

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The game looks and plays fantastic, although I have some nitpicks.

  • Sometimes sprites seem to be a realscreen pixel off
  • When lights are fading outwards it sometimes looks noisy

But besides that, the soundtrack, art and gameplay are amazing, and I'm really going to get into this game.

Giving the character animations and attacks for when holding two direction keys, for example if you are pressing up and left, it would look better if there was an animation for going that direction.

Alright, I have a confession to make. I can't finish the game. It is just way too hard, and I can't get past the entrance to the core (the place where you swing up to)

Anyways, even though I couldn't go the whole way, I did record most of the gameplay (I didn't start recording from the beginning, because I didn't think of recording it). Why did I record it? One, I'm a lazy fuck and I don't want to write anything. Two, it's just more helpful, because you can see what the player is doing.

Be aware, wall of text incoming:

1. Oh hell yea. I like the idea of the gameplay, swingin around like a badass. With some tweaks to the movement (and not making the floor SO FUCKING SLIPPERY) this could totally do for a full game. The grapple hook is the thing making this unique, so you should really keep it, but you should add more physics. What I mean by that is make shure you can swing out of a grapple, keep the velocity, land on the ground (proposed mechanic now) do a slide and get a speedboost from that, then be able to jump up from the slide and do some sort of tripplewipplefripplebackflipple. And I'm back to rambeling, feels great! Anyways, the mechanics are already (with some tweaking) really good, but more depth to the mechanics, and a higher skill ceiling would make the game much more engaging to play, because you can improve at it for longer, and that means you can have a longer game that remains focused.

2. I think my earlier comment can explain this one. The game is really hard to get into. I would have quit the game way earlier if I didn't do this to give feedback. I would have quit on the level after the cave. Just because it feels so punishing to play the game. For me the curve was no curve at all. It was a wall, going straight up, with no warning, and then it continues upwards, with no sign of stopping.

3. The music fits, but it isn't coherent. There is no bigger musical picture, it's just a bunch of songs, and that's what I want when listening to a soundtrack. I want something that is well put together. Something were each song plays a stem in the bigger picture.

4. I did not notice any hints, because I'm dumb. I have grown up in this time where games always tells you were to go, so for me it's kind of confusing to not get waypoints everywhere. I'M NOT SAYING THAT YOU SHOULD ADD WAYPOINTS AND SHIT. If you do that I will actually send a spear through your harddrive, so don't you dare. But what I am saying is that making hints a tad more obvious, or have more places where you can get info on where you should go. Because I was just running around most of the time thinking "ohh what's this thing that looks like a portal?", and strolling right into the last level and dying a billion times, before going back and finding the "right" level.

5. The game was pretty fun to play from the blue scifi thingy level to the midnight museum level (great naming, thank you, I'm a professional namer). Before that I couldn't control the character, after that it was too frustrating. 

About the firewall:
Where did the checkpoints go? One second there was just enough checkpoints, so you would get punished for making a mistake, but not spend 40 seconds getting back to where you died every single time. I think I died at least 50 times in the firewall area, and after I completed the firewall I didn't really feel rewarded. I just felt relieved, that I was done with the thing. And being hit with the core after completeing the firewall just killed me. I couldn't pick up the game again after that.

Other stuffs(this was written when I was playing, so I was a bit frustrated when writing. Hope you don't mind):

The second "laserpart" in level 2 doesn't turn red and then fires, it just fires while turning red simoultaniously.

My brain is about as useful as a pea, so it took some time to figure out you could press both left and right mb.

The lasers don't seem to have any predictible pattern. It makes me want to fuckin die. And I did, quite a lot from them.

Turn down music volume when sfxs are playing.

I will dispise lasers from now on. 

There is no sound except from the death sound. Makes the game feel a bit lifeless.

It is difficult to click on the blue orbs when moving, it breaks the flow.

The story is pretty darn good, and I would love to see it in a fuller game.
(Also, you have a save system. Thank you, I needed to be able to take those breaks)

Here is the recording of me playing the game. It's like 2 hours and 40 minutes, so it took way too long to upload. When you hear the sound going nuts that's when I look at the walkthrough.

Then we are competing agains each other, muheheheheheh!