Thank you so much!
Yeah, I think the game might be tuned a touch too difficult LOL
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Did you play with sound on? The sound provides some context clues to the story and the behavior of the creature.
The dice control much more than acting as rocks - and it's a horror game so I was vague on purpose, perhaps overly so, but iteration should provide context on the behavior of the creature. At least, the goal was to learn what was happening through exploration and iteration.
Also, the control screen shouldn't advance forward until you press a button, but it's just WASD to move, lights and dice, so it seems like you got all the buttons down.
Thank you! :D
I appreciate the feedback! I really went deep on the SFX in particular, so I'm glad they were able to shine through, haha!
Yes, I made all the artwork myself! I really appreciate that comment because I'm pretty insecure about my pixel art skills, but I've been practicing a lot, so I'm glad it's paying off! :D
Thanks so much for playing my game and for the feedback! :)
(And yeah, probably the bats need a little less HP, lmao)
Playing this game on stream with Vimlark and everyone was stupidly fun, amazing work! Great, great job - super fun!
Thank you for playing my game and for the feedback! I really appreciate it! :D
Yeah, I totally agree with you about the level design! I ended up spending the vast majority of my time programming the boss fight and doing the art for everything, and ended up not having that much time dedicated to building a fully built out level, so I ended up just making it a series of simple little encounters to make it feel a little fuller than /just/ a boss fight, but definitely the boss fight was the star of the show, haha!
I did set Godot's input mapping to support a gamepad - but I don't actually have on hooked up, so I didn't test the gamepad support! I'll definitely have to get one so I can check and see what's goin on with that setting, haha!
Really incredible game! Absolute 5/5 in every category!
Some of the attacks were a little too difficult to dodge, but that made it so rewarding as well!
Also a brilliant take on the theme! Great job!
Wow, thank you for taking the time to play my game, and for taking the time to leave such detailed feedback! I really, really appreciate it! :D
I actually also did the voice acting for all the enemies and the boss, so I really appreciate that nod! :)
Yeah, I totally agree with the point about the early level. I wanted everyone to make it to the boss no matter what, so I tried to make it really easy to get through, which I think is good for a jam as well, but it definitely makes the early level feel pretty inconsequential! Also, yeah, I was going to make the bats de-aggro at a certain range, but just completely forgot to implement that feature, haha! With everything to implement, it just totally slipped my mind, lol!
And I totally agree on the dropping boulders attack! I think my game definitely suffered from the "dev got way too good at fighting his own boss during playtesting" syndrome! I think I got a little /too good/ at dodging it during playtesting, which caused me to tune it on the "more difficult" side! I actually reduced the speed of that attack right at the last second just because I had a sudden doubt that maybe it was unfair - and really glad I did at least a little tweaking, haha! With a follow up, I'd definitely make that attack a bit more fair to play against LOL
And yeah, I think some small changes to the decision timing and the openings to hit him are in order! I don't hate the evasion playstyle, and I definitely intended for his "Burn" lantern attack to be the primary opening for getting damage in, but (especially in the third phase) there should be a couple more openings for the player!
Thanks again for the feedback, it means a lot to me! :D
Thank you for taking the time to play my game and for leaving detailed feedback! I really appreciate it!
Thanks for saying the boss fight attacks were cool! I knew what to expect when playtesting, so I guess I never ended up needing to wait around too much, I should definitely play with tweaking the timing on his decision making to give more opportunities to attack and less wait time!
It wasn't an excuse to plug the theme, I designed this game from the ground up when the theme was announced based on that idea - this entire game was inspired by the theme and only exists because of it. You are absolutely correct that I probably should have made the swords colors a little more obvious to make the tip a little more clear for sure, and I definitely agree that the mechanic ended up not making nearly as much of an impact on gameplay as I wanted it to! If I had had the time, I definitely would have redrawn the animations and extended the hitboxes to make the edge fighting way more obvious, but only so much time in a jam, lol!
Yeah, I wanted to make it easy enough to get through the opening level without too much difficulty, and the result of that ended up being more or less that you can just rush through it. I prefer going for that because although I can fight the bats without too much difficulty, I didn't want any players to end up stuck and not making it to the boss because they couldn't, like, fight the bats or something, haha! I think if I were releasing this as a full game, I would have left the early level much less forgiving, but balancing a game for a jam is an entirely different beast, haha!
Thanks again for the feedback, I really appreciate it! :D
Thank you for the feedback, I appreciate it! :)
Yeah, I definitely agree that the edge mechanic did not end up being nearly as impactful as I imagined it would be during the initial design!
Thank you for playing my game and for the feedback! I really appreciate it! :D
Yeah, I think the plague attack ended up being a little on the unfair side. I think I got a little /too good/ at dodging it during playtesting, which caused me to tune it on the "more difficult" side! I actually reduced the speed of that attack right at the last second just because I had a sudden doubt that maybe it was unfair - and really glad I did at least a little tweaking, haha!
The hitbox on the edge definitely works as programmed - it for sure hits only on the very edge, but I agree that you can't really feel the /impact/ of it nearly as much as I wanted for this game!
Thank you so much for the feedback and for taking the time to play my game! I appreciate it!
Great point! I should have made it clearer that the dash prevents damage by having you dash through some kind of damaging wall that you otherwise couldn't pass or something, rather than using it to get across a gap! Great call-out! :D
And hearing that you prefer the alternate control scheme makes me super happy I decided to add that in during the last couple hours of the jam, haha! Maybe that even would have been better as the default control scheme! :)
Really fun game! Absolutely love the concept, easiest 5/5 on theme I've seen so far on the jam!
The gameplay is really satisfying, and everything is communicated super well. Great work!
I love the concept! Fusing Tetris gameplay with pipe management gameplay is a brilliant idea! Great job! :D
Really great experience, I loved getting to play as the big boss of the arcade game, definitely felt like I was eating the quarters of all those little guys running at me, haha!
Great job, I really liked it! :D
Really incredible game, I loved it! The style is sick, and it's super fun! I defeated the Flesh! :D
Oh, one tiny piece of feedback, I sometimes had a hard time telling which rail the little fruit thingie was floating above, and would skate right past it when I was expecting to pick it up. Maybe some kind of indicator on the rail would help out?
Really, really awesome entry! The main mechanics are really dope, and the gameplay feels super satisfying! Great work!
Really fun platformer, albeit a little on the "too difficult" side! But if your goal was to make a difficult platformer, then you nailed it! Great work!
Really cool game! I love the tilted view effect, and overall a lot of fun to play! Great job!
Really great atmosphere, and really great effects! I especially love the ending, the way it cuts to the Title Screen is really spooky!
Great work! :D
Got SUPER lucky to get a round with a single "slow-spinner" in phase 2, coupled with a round where the single-shooters all completely missed. Let me go into phase 3 at almost full health, so even though that rng wasn't /perfect/, I still managed to squeak by! :D
Thanks so much! I've really been practicing a lot recently to improve my art skills, and I'm glad it's paying off! :)
I'll check yours out too! :D
Thank you so much for your feedback, and for taking the time to check out my game! It means a lot to me!
Yeah, when I originally had the idea for only dealing damage "on the edge" - I thought it'd be cool, but it ended up not feeling nearly as significant as I wanted it to! Definitely something I would have tweaked more heavily if I had the time, haha!
And yeah, I think I definitely under-estimated the difficulty of the sideways plague attack - it's really, really hard to judge that kind of thing for a game jam, but I'm definitely going to be tuning it down afterwards!
Thanks again! :)
Thank you for the feedback and for taking the time to play my game! I appreciate it a lot!
I especially am happy to hear the nod to my bat's sound effects (that was me screeching into a mic and then editing the audio myself, haha! I actually did the voices for all 3 enemies and the boss LOL)
I'm glad you appreciated the boss callouts - I really wanted them to feel impactful and spooky, but also be a guide for the player to know what was coming next!
And yeah, I think the plague attack ended up being a little on the unfair side. I think I got a little /too good/ at dodging it during playtesting, which caused me to tune it on the "more difficult" side! I actually reduced the speed of that attack right at the last second just because I had a sudden doubt that maybe it was unfair - and really glad I did at least a little tweaking, haha!
Thank you so much for playing my game, and for the feedback - I genuinely appreciate it!!
Yeah, I think phase 3 needs a little increase on the timer he uses to make decisions, it's a little too fast at the moment. And maybe shave a couple cycles off of his "Mask Dash Attack"!
I'm surprised that the dash felt useless, how would you suggest improving it to make it feel more useful? I know I dashed around like crazy during playtesting, so I'd love to hear ways that I could make that feel better for the player!
How would you have preferred the jump button to be mapped? I'd like to keep that in mind for the next control scheme I make, since W or Up Arrow for jumping always feels the most intuitive to me, I didn't even think of doing a different mapping for it!
Thank you so much for the detailed feedback and for taking the time to play my game, I really appreciate it! :D
Total oversight on my part to not have the bats de-aggro, haha! Completely meant to do it, but just forgot lol!
Also, that idea with redirecting the balls using the sword is a really cool one! I like it a lot!
Thank you so much for the kind words, and for the feedback! I really appreciate it! :)
I really enjoyed making it, so I've been thinking about continuing the game into a fuller project even after the jam, so maybe a complete game will be coming soon, haha!
And yeah, I definitely wanted to add more storytelling behind what was going on with the plague boss and the actual story of her "edge", but I totally ran out of time getting everything else done LOL - I'll have to expand on that if I keep working on it! :D