Thank you so much for playing and for the feedback!
Kusma
Creator of
Recent community posts
Thank you so much for playing and for the feedback! I laughed out loud about the game over, because it's true, in the rush of the jam I didn't even remember or think about it until now lol.
Regarding the different styles, it really happened: on the title screen we used Canva to quickly put something together and added the flowers for identity.
Did you consider the initial cutscene a problem? Because I think it's normal for a cutscene not to be in the same pixel proportion as the game. Here, I actually reused the game's assets so I wouldn't have to redraw anything due to time constraints, but I used a closer camera to really make it look like a cutscene.
The circle in the plant area in the game used the standard Unity circular sprite in a hurry, and it really doesn't match the rest of the graphics.
As for the diagonal shot, if you use a vertical and a horizontal arrow together it shoots at 45º, but I agree that it can still be difficult to hit enemies that move at any angle.
I found the fish icon very similar to a camera, especially the camera icon from older versions of Windows.
But I consider that to be my oversight, as it's perfectly in keeping with the blocky graphics of your game!
Oh, and I forgot to mention, the story "Middle of Nowhere" reminded me a lot of the Courage the Cowardly Dog cartoon =D.
Very good! I hope you finish the game in the future!
Turning the game's music on and off by interacting with the radio in the player's house is a brilliant game design move!
I confess that at first I thought I was going to film something, then I thought I was fishing for cameras, then I realized it was a fish lol.
I love your style and the whole Gothicvania collection! However, for me to make a good metroidvania I need elements like doors, levers and ladders.
Ladders I only found in one set of assets (Magic Castle Tileset). Levers and animated doors I haven't found and they would be very welcome, in various styles.
The sound effect of the player shouting is very funny!
At first I found the game unfair, because without knowing what the next obstacle will be, you can't calculate the exact height to let go of the rope, but after a while I started using a “short rope” technique to go more slowly and see the challenge ahead.
It worked well for me, it's how I managed to get further, but I still didn't get anywhere near the records.
Another thing that struck me was how fun the game is, even with its simple graphics. Nowadays, AAA studios spend a lot of money on realistic graphics, while a monochrome game that does the basics is more fun.
Congratulations on a job well done!










