As of right now, no. I think the game turned out well, but I felt uncomfortable about making money off of AI art, so I took down all the games I used it in, and I'm slowly swapping it out. The problem slowing me down is that I don't have the original creation files so I'm completely redoing the layout work with new art.
Hypnos
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I figured it out. I was doing multiple inputs because i found you can cheat corners and go a little faster if you start the movement into a direction and then try to turn.
I got myself out of bounds and back in bounds by pressing back when there was space for me to move, and then pressing either turn so that i would rotate to a direction where i cant move backwards. since the backwards move already started, it just continues in the new direction.
UPDATE: Tried to use this to speedrun to the end and got stuck in the gem puzzle door. apparently there's an invisible wall just behind it that goes away when you finish it.
Yeah, that's fair.
As I said in another comment, I kinda dropped off the face of the earth for a few years there when it comes to game design and I'm only just now coming back to it.
In terms of difficulty, I tried to cleave closer to the game it's based on, Sacred Forge, which is more of a storytelling engine for weapons than it is a succeed/fail type of game system. I will probably have to take a second pass through and tinker with some of the numbers a bit.


