Yep the intro is quite an exposition dump. We wanted to interpret the theme narratively as well as through the gameplay, so we decided for the main character to be living from high to high. To accomplish that and maneuver the plot from the ending of Breaking Legs 1 to the setting of this sequel, it ended up getting quite lengthy. I think we could have potentially trimmed it down a lot further If we didn't try to accomplish both of these goals in just the intro cutscene. Thanks a bunch for playing and providing some unique feedback!
Monkeyasaurus
Creator of
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Thanks for playing, glad to hear to love the combat and movement! There are definitely some bugs such as the health bar in combat displaying incorrectly until first damage, you've got a good eye to notice that. Given the scope of the game, we were a bit tight and didn't have as much time to test as we would have liked.
5 STARS! Thank you so much! Difficulty seems to be inconstant for players. Since precise timing is a requirement players with/without a lot of experience with that might find the difficulty to be quite easy or hard. I think more playtesting could've evened it out a little more. Thanks also for the feedback, info about different moves would have been a helpful addition. We did tried implementing this, however the '\n' character for new lines would not work specifically for the move description. The issue was weird so we had to scrap it due to time constraint.
Wow, thanks so much for playing through the whole game! In terms of skill we tried to keep it easy because most people won't play difficult jam games for long(Something we learnt the hard way from Breaking Legs 1). I like the interpretation of the infinite void, although we intended it to intended to be a north American forest to tie everything back to the intro cutscene. We didn't have anytime to add anything other than grass so it isn't really conveyed. Your team's game was also really cool, pretty funny we both decided to make top down RPG sequels to our last WHS jam games.
Really amazing art, although player felt a little out of place. The interpretation of the theme is also creative and well executed. I found it difficult to kill birds on the top of lighthouse, would be cool for the player to have more vertical maneuverability. I also found the game quite difficult until exiting and entering the light house repeatedly to get infinite HRs currency.
Really cool story with non-linear structure. The style reminds me a lot of Dagon and Call of Cthulhu.
The combination of platforming and story was also really enjoyable. Something to note was that it was slightly annoying to use only horizontal keys to navigate between interaction options. Overall really creative and awesome game, great job!
Very cool visuals and atmosphere. Movement felt a bit slippery which I didn't really like, I think that the game would also benefit from some more explanation. E.g. I got stuck very quickly because I didn't know there was a double jump. I also liked the detail of particles dripping from the Tuberat whilst on the ceiling.















