That's really good feedback! Didn't even consider that but makes sense. Thanks for playing and taking time to post.
kruffin
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Thanks for the feedback. We tried to drop hints to donate ore at the shop (button in lower right of shop menu) but probably could have used a tutorial screen to explain it. Glad you enjoyed mining at least :)
Seeing a few comments about the game freezing when entering the mines; I can't think what could be causing it off the top of my head. Freezes are the worst, sorry about that.
Thanks for giving it a play @Kimmeekarma and for recording it. Seeing how people are playing it really helps discover some of the pain points. And for the story scrolling, we should have had it lock in the center but there are some hidden controls (we'll get it displayed on the screen) of using the up/down arrows to control the scroll speed. The music nclark3rd and raptor made really is catchy :) Again, appreciate your feedback!
We definitely needed more sight-unseen play testing since all of the fluff was added a few days ago and we already knew where all the traps were. Glad you liked those upgrades; I love just swinging from the ceiling and avoiding all the traps :) On the camera angle, we'll have to see if we can make it move more to keep the player in the view but still want to explore this 2d/3d mixture. Appreciate the feedback!
The mechanic of sucking in things and shooting them out is interesting but way too chaotic; most bullets just ended up shooting me in the face :P. There seems to be a bug where if you are on spikes when invulnerable you can't jump so you just have to take another hit. The audio and graphics set a good mood and the map lets you know where you need to go.
Awesome feedback! It was great to watch someone brand new to it go through. You also have a way faster computer than any of us developing since it shows a bug with the thwomps not using delta between frames; they should not be as fast as you were getting. That speed also seemed to make them go into the ground more than desired hiding them until they spring up and kill you. Again terrific feedback, lots of good gems in there. Sorry it frustrated you so much though.
Hey, thanks for trying it out and the feedback. I agree, the controls don't feel right but didn't have a lot of time to fiddle with it; I think some of it stems from using the VehicleBody3D node. This is maybe my 3rd attempt at 3d and there are way more gotchas than 2d but still a good learning experience.
On the attractiveness :), there wouldn't have been any textures until Raptor added them within the last few hours.
If you do get stuck you can press ` or control (escape won't work in web) to open a menu and can restart the level from there.
Thanks again for the comments. Can't take any credit on the music that's all punkrockglock https://punkrockglock.itch.io/ & https://soundcloud.com/punkrockglock
Appreciate your in-depth feedback! On the GPU particles not rendering, this could be due to not having web GPU enabled in the browser (https://developer.mozilla.org/en-US/docs/Mozilla/Firefox/Experimental_features#w...).
Really nice and polished game. Blasting blocks away with the upgrades is definitely a satisfying feeling. You might consider some way to build your own platforms, even if temporary, so that you'll always be able to get back to the ship. The boss might have been a little too easy, but great job. I had a lot of fun.
Thanks for your kind words. We didn't get a lot of time to tweak the values so even normal mode is based on our established way to stay alive (go as far right as you can and come back, then repeat). Companions make things a lot smoother; should probably have added an easy mode too that starts with more health.
Neat game! Interesting use of a couple game mechanics to make something fun. Talking to the raven for story advancement was a good choice and made me excited to get over to them. Having to do the rope/ladder dance did get repetitive but a nice submission. It's not really a metroidvania but I did enjoy playing it. Good job.











