The last thing I was going to add was to make it so if you zoom in with right click close to something it'll plant a little kissy on it, but it turns out you can't raycast onto sprites and I wasn't about to add colliders to all the six zillion unorganized game objects. sorry for depriving you quasiotter :/
Marek Kapolka
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this is really lovely. The enemy designs in particular I really enjoyed. The bouncing clown guys are so bizzare and a nice introduction to the central conceit of touching things to hurt them, unless they hurt you. The game is full of really cleverly designed aspects whose simplicity hide the fact that it's actually quite a difficult game.
I gave up on the second boss, I thought since I could skip the first one that might be a theme, but that wasn't the case. The prospect of grinding more to level up didn't really appeal to me, though I do really appreciate this style of inventory system, where you feel that with particular combinations of items you might prove yourself to be much cleverer than the game. It's pared down here compared to clockwork calamity, but IguaRPG has an economy of design that arrives at the same feeling with far fewer thingamajigs.
This was super cool. I really liked the mechanic of getting off of your boat into a 2d world, though I wish it made your 2d world face straight forward so I could line it up better. I think that's what the "zoom out" powerup was meant to help you with- figuring out how to get a coin that's to your left, but I think I could have preferred trying to line up multiple coins I could see and try to get them all in one go.
I played until I drove off the side of the map. The wiggle effect made my screen render as blank, and when I got to the end screen, it was also blank and the text didn't render. There probably is some more fun lore here but I didn't get to see it. I also enjoyed exploring below the water as a dead cat, plunging into the ever deepening depths. The towers on the horizon and the sinking depths give some nice cthulhu vibes.
This was a wonderful, touching little game. I liked the contrast between the simple, wistful and wise tater tot npcs and the constant state of paranoid tension that the swordsman lives in, and how the interaction between their two ways of living brings about so much pain. The music really ties everything together, too.
wowow, thanks so much for checking it out and the kind words :) I've been getting a big kick out of your games lately! Level design is such a bugbear, it's definitely one of the times I'm glad I make silly little free games so I don't feel coerced into making "content" - very liberating. I've really been enjoying this youtube guy's videos on funny little places in games:
also if you get a chance check out "Zang Zurfers": https://www.glorioustrainwrecks.com/node/10573 that looks like a self plug but it was originally a game by https://ihavefivehat.itch.io/ .Thank you for the kind words :))
I'm curious why you're perceiving so much lag on the lute. I double checked the audio and there is a pinch of air before the sound plays- about .031s worth / about a frame- just perceptible but shouldn't be too hard to work around, I certainly never noticed terribly much when I was testing, but I'm not a musician so I'm not well attuned to that kind of thing. About how much latency would you say you're perceiving? And what OS are you running on? I wonder if some setups might introduce more latency than others.