I never checked if the audio sliders worked lol, thanks for the feedback!
Nylo dev
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there were many things that were fully ready to be implemented by we just didn't have the time to. for example : we were going to have a better implementation of the theme by adding an oxygen watch that the player could see by pressing tab. basically, when it reached zero, you would die. we also were going to add different colors to the buttons, as well as voice acting. despite all of these systems being ready, the main unity scene where they were all set was broken, and we had to make a new one. I am not very proud of this game, but thanks for the feedback anyway!
thanks for the reply!
the pressure plates have a variable that defines how deep into the ground they should go, i accidently left it as the default 0.7 which led to the plates going into the ground then rising up again because there is no more contact with the rigidbody before going back down again and making a damn mess
I think the reason of the boxes' behaviour is that I forgot to make a physics material for them, (there was already one that had no friction that i placed on the ground and the player so that the player doesn't get stuck on walls but it also led to boxes being slippery)
also, thy skeleton is Azcuth himself, the god of reality. the idea behind his design is that Azcuth was a powerful and feared god, after his death, his body was preserved inside the tomb, but he wasn't really dead. but his body kept rotting so much he had to put away his heart to get charged into another place than his chest, leading to it getting crystalized, which is the artefact many have died searching for
I tried making it clearer by removing the lights from it and adding the "maybe the rooms aren't so identical" text.
though i think its best right now, kind of feels like "find the difference", maybe I am gonna make it the theme of a level with three repeating rooms where you have to find the number of differences
thanks for the reply!
I was actually a bit stressed about the levels not playing with the new concepts more, i kind of felt like I was introducing something new then just discarding of it. but now I know I did the right choise.
later when i turn this into a full release, I will add new levels with new mechanics that get explored a bit before introducing new things
the controls in this game work with "rb.velocity =" not "rb.addForce()" (rb being RigidBody)
and the cover art not looking like the game is a complete coincidence, since the artist of the cover art was supposed to make the rest of the art but was in fact helping other game jam participants with their art, so he didn't have time for us, leading to me making all the art while only being good at pixel art.
but the cover hits hard ngl
I think it looks more like a 90's cartoon, also kind of looks like a Ghibli anime
thanks for the comment!
hey, as much as I wanted to compliment this game, it wasn't the best
you probably had some urgent stuff to do and didn't have time to do anything,or maybe this is your first time making a game
here is some feedback: the art is quite nice, but it looks bad together because the pixel sizes don't match
the layers in which everything is drawn is weird since the player can just hide behind the clock
and stepping out of the border leads to not being able to play anymore, plus there is no pause menu to restart
the fact the player is a knight doesn't really fit the fact he is in a normal bedroom
and the first puzzle should be at least a little bit obvious


