Glad you liked the game! I recently discovered I didn't add proper coyote time, so that's why the platforming can feel a bit rough. The controls were also introduced in quite quick succession, so it's normal to have some trouble with that. I initially wanted to add some more screens in between all the controls, but due to time constraints, wasn't able to.
The last two agents were supposed to resemble some kind of boss fight, since I didn't have enough time to add a real one in. I have to say I too have died a lot to those two while testing, so that's also normal.
Thanks for playing, and taking the time to leave a comment :D
mapo
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I am very sorry to hear that. I think the issue is the game being set as windowed with a resolution of 1920x1080, causing a lot of the screen to be cut off. I think I have fixed it, and I've submitted a ticket in the server asking about the issue. The mods say it is allowed, so I'll upload it as a separate game and delete it afterwards.
Oh, I didn't know that, thanks for making me aware of that!
I think it's because I only have a singular raycast checking directly down the middle of the player sprite for ground collision. When that raycast goes over a ledge, but the collision still keeps the player on, the player script will think it's airborne, and so you can't jump. I did add some coyotetime for making the jumps smoother, but that doesn't apply when you're standing at a ledge for more than 0.1 seconds :[
Thanks for playing, and taking the time to leave a comment, I'll keep your feedback in mind for the next time I'm making a platformer :D
The visuals and audio are very nice, especially together with the CRT effect. The game is very polished overall and it feels a lot like Slay the Spire, which I really like!
I got to somewhere around round 12 or 13, where I got annihilated by Catarina and another guy who dealt 80 percent of my max health.
Very good entry, probably my favorite so far, and insanely good for your first game jam :D
The game is very polished overall, I especially like the CRT shader, it looks really nice. Though, like someone else also said, I found just ramming into the ships to be more effective than shooting at them.
What would be cool I think, is to maybe add different kinds of enemy spaceships that have different properties e.g. more health or a different trajectory.
Overall a really nice game :D
I initially wanted to put a bit more screens inbetween the introduction of the different controls, instead of having one or two screens for each. That way the player could get used to the controls a bit more. Unfortunately I had to cut a lot of screens due to me not having enough time :[
Thanks for the feedback, and for playing :D
I was indeed going for something like Celeste, so I'm glad someone noticed :D
I haven't tested the game alot, so there are bound to be a lot, and I mean a lot of bugs, and improper balancing of course. The transition effect is made up out of individual particles( 50 or so ), and I'm don't really think itch likes those, so sometimes the game freezes when transitioning to a new screen, and sometimes it doesn't. I'll have to find a way to make that smoother.
Someone else also said the collision were a bit clunky, and that is I assume the reason you weren't able to pass the first screen. I don't think the problem was with you, but rather with the balancing, and I'll try to improve that.
Anyhow, thanks for playing and leaving the time to take a comment :]
Glad you liked the game :D
Before I tweaked it a bit, most people said it was a bit tight, so it's nice to hear it's good now! The sleeping animation was also a really fun little thing to add. Since I wanted to implement some type of skill into the combat, timing your inputs seemed like a nice way to do this!
Anyways, thanks for playing the game and taking the time to leave a review :)
Finally found it oml. It was because I forgot to reset the dictionary that kept track of the enemies, and so when a previously battled battle had more enemies than the current battle, it tried to switch to an enemy that wasn't there. So it was just a coincidence that it happened exactly on the executioner miniboss for both of us.
Anyways, thanks for reporting the bug :D
Glad you enjoyed it :D
Ah, I also ran across that softlock once while testing, but I reran it a few times and it was gone, so I thought nothing of it. Apparently it's one of those bugs that only appears part of the time, and those are the most annoying ones :<
It's unfortunate you got softlocked on the first miniboss, there was quite a bunch more gameplay, to where you got was probably about 40 percent of the game :\
Thanks for telling me about the bug, I'll go take a look if I can find it :>







