SOLVED: The exe was using integrated graphics by default. Forcing dedicated graphics got it to work.
OGSuperSand
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Nice work! I enjoyed my time with this. The visual design was done very well, I was onboarded to the mechanics very quickly. Most of the levels were short enough that I could do trial/error with different abilities to see how they worked, which was nice I didn't have to wait around for a while (with the exception of the final room where I tried a bunch of different things at the end and had to wait around a bit to see how it worked each time). The game is very well polished, the aesthetic comes together quite nicely, it's impressively done.
Nice entry! The presentation is very good, I liked the music. Having an undo is also needed for these kind of games, and I've already found a few similar ones with that feature absent. I think a helpful thing to do would be to show in some HUD the faces of the die flat that would show you what face you will be on when you move a certain direction. Nice work!
Great art! Really liked all the fish enemies, the healing catfish guy in the back was my favorite. I got rolled (pun intended) by the boss though lol
I think it'd be nice to have an even faster speed-up option, since once you get into combat you can't really influence anything anyways. Last year for GMTK we also made a deck-builder, so I'm digging your project a lot. Great work!
Incredible! Game was a ton of fun. I found myself missing the grappling hook just by a tad on a couple of the shots, I feel like it'd be pretty cool if there was some visual indicator on where your hook would land when you shoot it. Either a line showing it or just an indicator of the surface it'll hit. Really hoping this becomes a full game though 👀 Good job as always!
That was great! The game looks really good and it's pretty fun too, definitely a fan. I think it'd be cool if you could see the princess' health the whole time, though maybe you omitted it intentionally so create more player stress and cause them to be more careful which is also valid lol. Leaderboard is a super cool addition. Great job!
Thanks for playing and recording yourself, that's really helpful feedback-wise! To answer the one question that arose, heaven / hell in addition to having the differing color palettes also cause the "rooms" that are generated to be different. Heaven has more of a focus on platforming through obstacles (empty ground and clouds with lightning) and hell has more enemies and is generally harder but nets you more score. The color palette swap just serves as a visual indicator :) You're right that that should've been more clear, wish I had found a better way to communicate that to the player. Thanks again!
Thank you! Glad you noticed, wish I could've found a way to make that more clear, yes the level generation gives you different rooms based on if you're in heaven / hell. I intended for hell to be harder but net you more points and heaven to have more of a reliance on platforming through obstacles rather than fighting enemies. Thanks for playing!