I played this game for the last game jam and I was just wondering what was updated? It looks the same as I remember but maybe I missed something.
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That's a really cool puzzle game idea! It was really easy once I figured out what I was supposed to do. If I had a suggestion for how to make it more interesting, having the floor be dangerous so that you have to make bridges across could add some more challenge and maybe objects that the zipline can't be attached to, etc. Great start!
This was a lot of fun, I like how the stealth mechanic worked and the boss was a fair and fun fight! Clearly a lot of thought was put into the writing and it would be cool to see the game expanded into something more!
Thanks for providing your detailed feedback! I've received a ton of great feedback from the demo which I have been taking into consideration in updates and changes to the demo content.
In the future, the layout of the opening caves area will be reworked/streamlined. The general trajectory will remain the same, as the point of getting the blast pods before the sword was to discourage up-front fighting early on and focus more on puzzles, but I hope the update will smooth over the bumps in the flow of the beginning. Gemfruits do have a use near the end of the demo in the optional path on the west 2F side of Antfort, but there will be additional uses for them in the revision.
The difficulty of the bosses is something that has been on my mind a lot in creating the game. While I would like to avoid comparisons to Dark Souls whenever possible, the point of having the bosses be initially very challenging is to push the player to not think about them as duels/sword bouts and instead as puzzles to solve. On the one hand, they can all be brute-forced in a more difficult way, or, once a puzzle solution is discovered, defeated very quickly and easily using the mechanic, providing the option for players looking for more of a challenge. That said, I did recently revise Antonio's behavior to reduce the number of attacks between charges and stickerball drops because as you mentioned, it was taking too long to get a shot at him.
Thanks again for playing, and hope you enjoy the remaining demos!
Thanks so much for playing! Yeah that was a long-standing bug that was always in the to-do list and actually just got patched today! The problem was actually that the pots actually get thrown too fast for Godot's collision detection at the start of the throw. it took me forever to figure out. There's also a 20% chance to get nothing from them which made it seem like it happens more than it does.
I actually figured out what the issue was, it turns out you can't launch the game in the itch.io app because it won't launch the debug window, so pressing enter on the game window doesn't load a level. But if you open it from a file explorer it works, and all the levels worked fine for me! However, I had a bit of a hard time moving the camera to a middle point vertically on the screen because the slightest tap would move it straight up or down. Otherwise it had great music and a cool feel! Here's a link to the stream clip where I played it: https://www.twitch.tv/videos/1494126580
Yeah, that's weird. So the game is loading but the splash screen isn't going away. I'll look into it and see if I can find a solution by the next patch. I've just put out a small update (version 1.9.1) with some other fixes, among them you can toggle fullscreen/windowed anytime by pressing 'P' or F11, which might fix it.