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MaxDigital

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A member registered Dec 16, 2019 · View creator page →

Creator of

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Oh don't worry, I was a sucker for hard games long before Silksong (one of the inspirations for the original game at least in terms of visuals was Celeste, lol).
I didn't intend for the game to be nearly as difficult as those games, nor do I think it comes close to that currently, but I'll admit I did kinda forget that you're supposed to build up to that level of challenge over the course of an entire game first.

My next goal with the game is to focus on adding more mechanics to play with, and most likely any future levels made using those mechanics will have a more more tame difficulty curve to them. Also I've updated the game to make the bounce mechanic more predictable, so this issue is probably fixed now? Might still need some work but I'm sure it's better at least.

Update, the issue has been fixed and you should now be able to play editor levels in the new version

...Shit
Yeah I'm having the same bug too now, that's pretty bad. No idea why it's not working now when it was just fine last I checked, but thank you for letting me know. Will try and have that fixed asap (and since the level seemed to save properly there should be no issue loading it when it is fixed).

Planning on writing a devlog soon talking about things that I maybe should've had an answer for before posting this game, such as what it's meant to be and my plans for it going forward. Ah well, hindsight is 20/20 lol.

If you have any questions for me, or questions you think others would like to see answered, leave them here and I'll try and have a more thought out response for all of them when I write that devlog.

For level 1, do you mean that gap right before the section featured in the screenshot? Cause if so, that's intentional: You can cross it with enough speed, but it's meant to be something that players will likely fail the first time around before they learn about Maya's momentum. And that's okay, because failing the gap jump just gives you the opportunity to learn to wall jump instead of punishing the player. I thought that part was actually some of my best level design, cause it's a split route whether you make the jump or not, and either way it can teach something new about how Maya controls.

The main focus of the game as it is right now is to serve as the foundation for everything that follows. The current levels are meant to be somewhat challenging (partially to push the limits of Maya's controls and better improve them, partially just cause I'm personally more fond of challenging games). But I'll be the first to admit, level design is an area where I'm not nearly as competent. That's why I put a lot more focus into the level editor, to give people the opportunity to make levels better than I can. I have a somewhat decent idea of what kind of game I want it to be, but I know I can't explore it's full potential on my own.

Thank you for the feedback!

I had gotten one or two complaints about the momentum recently, but nothing specific enough for me to act on it (I've been testing the game myself for so long that it just feels normal to me). Hearing about these specific points of friction is already giving me ideas for how to fix them, so I appreciate you pointing them out. Hopefully it won't be too long before I can put out an update addressing them

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I guess I could make a downloadable version. Wasn't going to cause I figured none of the game were substantial enough to bother

That was done using a custom shader I wrote myself! It basically uses a normal map to do lighting calculations as if the sprite was a 3D object.

dunno if I wanna do another top-down shooter like this, but thanks for the suggestions!

Thanks!