Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

koallary

8
Posts
A member registered 79 days ago

Creator of

Recent community posts

Talking about the rune counter I agree it would have been nice to have as a UI element in regular play, though we did have the total room amount and how many you had within the pause menu screen, it wasn't very intuitive to find.  That's the only way I could make sure I found them all when I was doing my last playthrough of it. I also didn't use a mouse, just the arrow keys. I wonder how much that affects the difficulty of making precise jumps.

We had planned on different upgrades too and showing them as UI elements as well, but didn't have enough time to implement. We also had some more levels and mechanics like spinning lasers (also fire, electricity, and irradiated water, and of course more enemy types) that we didn't get to add, and that could have been something that turned on if we wanted to keep the backtracking. I do really like the idea of the hallways crumbling and maybe having a more open layout for levels and the map in general so that traveling around isn't so unidirectional if we ever revisit this game again. Something more along the lines of Rainworld maybe. 

Side note, we didn't really optimize for mobile, but it is possible to play on it. The only problem is that you don't have regular movement, only the jumps, but I do think it'd be a really interesting challenge to try and beat the game in a Broken Legs Run or something. Definitely Rage inducing. It's hard just getting the first pulse lol. 

Interesting idea with a really cute art style. I did have a hard time with the fans though trying to get past them. Also it's really easy to die right at the beginning without knowing what to do. Additionally, I think it might've been the invisible heat wave, but it almost felt like floor poison or that particles from the broken boxes were hitting you. It was a bit confusing without knowing when or where it'd come.

That is definitely a route we want to go if we decide to keep working on it. Thanks for the feedback.

Ah, I meant to go add level art to help with that and spaced on adding it, because I noticed that too playing through it.

Ya, realized that some of the foreground art covered some runes after we submitted.

Glad you liked it <3

I actually managed to get all the runes in a playthrough. One of the sublevels near the end was definitely the most difficult. Crisp Lad calls it the flappy bird level lol. There is actually a way to have more fine control in midair, and I found it in that level actually. If you're pressing w while doing a or d, you travel less horizontally than if you're not pressing it. I really think that's the only way I was able to beat that particular level. You get a lot more fine control if you're pressing it, and a lot more distance if you're not, further jumps and all. It kinda felt like a hidden mechanic to movement like you can get in Rainworld when I discovered it, but it wasn't something we planned.