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Jonah H-W

17
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A member registered May 04, 2021 · View creator page →

Creator of

Recent community posts

Really impressive game! The music is great, and the puzzle mechanics are pretty good too

Thanks for the feedback! The lack of visual feedback was mostly a time thing - I'm rather new at drawing, so I'm still not that great at even pixel art (as I'm sure you could tell, lol) - so it took a while to make even the assets I had. I think if I keep working on it, I'll definitely include more graphics, especially for the instant actions (which have a delay that you can't cancel out of, unlike the held actions). As for the tile set, yeah. In hindsight, I really should have just gone with the dark grey and a few of the tiles with light grey to break it up. Anyway, thanks again for trying it out and giving awesome feedback!

I love the music, and overall the vibe is great. The story is good, too; I like the ending.

Yeah, as I explained in the description, I didn't have time to make an AI for 1 player mode so all the player 2 does is stand there. As for the music hurting your ears, have you considered: turning it down? And I didn't think my game was bright enough to cause pain or dark enough to cause strain, so maybe you should try playing in a brighter room. Anyway, thanks for your constructive criticism; I'll keep it in mind if I continue development of this at any point in the future.

Really nice looking game! I like the music too. A couple things I think this game would benefit from are sound effects for picking up coins & dice, and an option for an inverted y axis.

The controls are really interesting! They really create a feeling of tension even when all you're doing is moving along a line. I also like how each face has its own tone, which is especially cool when you're going along a straight path and the pattern repeats

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Very awesome! Also hard. Should have bought more heart slots

Looks, sounds, and plays very nicely! I love the combination of elements in each level.

Are there any plans for a Linux version?

Awesome game - I'm glad I saw it on the stream. Also, it's very nice to see Godot gaining popularity

I really like Flow; it was actually one of my inspirations! I wanted to make something like it but from a more action-like perspective. One of the ways that I wanted to be different from Flow was the extra effort needed to figure out paths when you can't see them all at once, and the limited screen size is part of that. Still, though, I'm getting the idea from these comments that people didn't enjoy that very much, so I think I went too far in that direction. (It's definitely helpful to hear from people who've never seen it from the top-down perspective like I have)

Seems like a fun concept, but I wasn't really able to give it a fair go with the controls being the way they were. As other people have mentioned, the mouse made it nearly unplayable. The right stick on the controller didn't work on the web version, and the controller didn't seem to work at all on the downloaded one (though that could have been because I was playing through WINE - a Linux build would have been nice). In any case, though, the game looked and sounded very nice and I would love to play a version of it with slightly rethought controls.

That's a good point. I was thinking this game needs a dash button (especially since my original conception of it included combat, with the joined crystals doing one of both of spawning enemies and boosting the player). Potentially a run button instead/as well would be a good idea.

Nice game, that's a cool mechanic. That last level was a real challenge!

That's a very satisfying mechanic! It feels great to build up a long chain of enemies and then smash them all, and so is the relief from joining back with the shadow when an enemy is about to hit the wizard. One thing I'll say is that the controls feel a bit clunky on the keyboard, but that problem was solved when I switched to a controller. Also, a way to regen lives would be nice, but it's fun either way.

Thanks! The small viewport is actually an intended feature - part of the challenge is supposed to be finding paths with only a small part of the level visible at any given time. In the future, I might add lighting effects so that it's clear that you're only supposed to see small areas (and that would also open the possibility for items that can increase visibility or areas that are always lit up).

Thanks! Yeah, I unfortunately ran out of time to make more levels. I might add more later if I decide to continue this game. As for the columns, it was around 3am when I noticed that and I really didn't feel like fixing it (they're on the same layer as the candles, so I would have had to make an extra tile map).