Aw you just missed my v1.0.1 update (don't worry both versions exist for download). I re-enabled i-frames and the boss's explosion after accidently disabling also fixed a collision issue I made... and recentered the camera.
PawnxPawn
Creator of
Recent community posts
Yeah, I broke the i-frames before submitting the game a final time, same with the enemy explosion when you beat the boss.
Coyote time wasn't added, mostly related to the fact that the Collision box is significantly bigger than the size of a normal player, so you can actually go extremely far out before you fall... It's similar to the distance I would have allowed a normal player collision to walk off with coyote time. I will think about how to implement it in the future, since having it be able to walk too far will look really bad.
The attack is similar to the roar in The Lion King (Sega), where you stop to stun your enemies early game. There were plans for more attacks that would have countered the claw attack, but the claw was supposed to be a high-risk risk high-reward attack, doing more damage than a longer distance means.
The camera needed to be zoomed out more and adjusted according to where the player jumped. There was going to be a crouch that shifted the camera down as well. When you are gliding, the camera would have centered more, and when you landed adjusted to be where it is now on the ground.
This game was fun... I struggled really badly with it though lol. The mini game with the black bar was way to hard for me, but it was fun nonetheless.
The art in the game is fantastic. I love this style of shading and lighting.
The first minigame I was able to complete at level 3 after doing level 1 quickly.
The second one wasn't registering the mouse inputs at first but eventually got it working I have a hard time pressing the buttons that fast to keep up though.
The third one with the red blocks I could never complete once... It was a bit to hard for me.
I appreciate the detailed feedback.
I 100% skipped coding in the coyote time, good job on catching that. You're the first to say something about it. That cat's collision box is so wonky it created its own coyote time, almost, so I didn't worry too much about it..
As for the camera, because I was using some pixel snap settings, if you hit a corner of the deadzone block in Godot, it causes a strange stutter, so I just left it out and didn't worry about it for now. I wanted to code my camera controls because I wanted more player control over it. One thing I should have done for sure, though, was to zoom the camera out quite a bit.
There is a credits scene, but if you press a button after the boss dies, you jump past it quickly. It even had its unique song for when you beat the boss... It's possible to go into credits and hear it after you beat the game, but I don't have saves added to this game. It is 100% possible it reads mouse movement also... I think I forgot to add a check for that. A
The boss used to have explosions, but when I went in to fix a couple of things, I accidently disabled them.... same with i-frames and I had no clue until it was too late (sorry about that!)
I'll keep that attack being mouse in mind when we do an update. I was debating on speeding up the attack also, but when I did it before, it looked odd. ( I was surprised how hard it is to work with 4 legged creatures in games. It's my first time doing that.
Thank you so much for the feedback
Yeah, the camera was just thrown on the player with no modifications. I should have probably done that at the very least. To defeat the boss, you have to go between its head after the fireballs and while it's doing the head attack, get an attack or two in. While the fireballs are going off, you have to navigate your jump and glide a bit.
So I got stuck on an impossible jump where your suppose to dash over some spikes, where you had a A-shaped hill. I walked back to see if maybe the level didn't load right, and I was taken to the end of that level. Rigtht after that, I jump out of the map and end up in an area where you have water jumps. Am I supposed to be able to climb walls while jumping? Also, I'm not sure some of the stuff I'm doing wrong because not even time seemed to help. I wanted to keep going to see the rest of your game, but I'm stumped.
I do love the VFX and the SFX the all look and sound good. There is a bit of lag where when jumping especially when dashing. Other then that the game felt pretty good. The wall jump mechanic was pretty hard to use at first but I eventually got the hang of it.
I went at this for a bit, but it's tough. I could never get past that second carrot lol. I did learn you can block doors with the switches if there are eyeballs in the door. Which was neat. The art is awesome for this type of game, and the aesthetics are awesome. I did have an issue where I got locked into washing a carrot for eternity, so I had to restart that one time. No other issues. Well done
I went at this for a bit, but it's tough. I could never get past that second carrot lol. I did learn you can block doors with the switches if there are eyeballs in the door. Which was neat. The art is awesome for this type of game, and the aesthetics are awesome. I did have an issue where I got locked into washing a carrot for eternity, so I had to restart that one time. No other issues. Well done
Ah, yeah, I think the issue related to this is that I use a variable jump height, which means you have to hold the jump down to get the most height out of it. The moment you let go, you start to fall back down. This was not clearly indicated in the game, so it appears to have caused some issues. Perfect, we had a mix influence of sonic and metroid when coming up with the game. Although the sonic side isn't as prominent.
Zorp used an asset as a reference, but we needed a lot more than the asset pack provided. So we ended up making our own in the long wrong. Zorp made all the assets from scratch. Using references here and there to help build on the idea.
I was the only one in the group who could do SFX, but I was also the lead programmer and had tons of stuff to clean up to make sure the game stayed fun.
I appreciate the praise for the movement system. It is a reworked system I use in a game I've been making for a bit now. I'm happy the boss wasn't too hard. I had to increase the idle time justa bit longer to make the fight a bit more fair.
When Shovel announced the theme Just Get Started it reminded me of how metroidvania's work is where you start with almost nothing. So I took it a bit further and made it so you can only walk. I wanted to spend more time on level design then I personally did, but in the end it didn't work out.
I will be checking your game out in a moment! I always make sure to check everyone's game out who comments. :)
The music was a bit much, and the game was nice. I did have a hard time getting the coin to go where I wanted most of the time. The idea is great and could be a really cool puzzle idea. If you continue developing on this, please make it so the gears stay where they are when you reload the level. it will make making small tweaks a lot easier.
Then I mean design-wise. You have a huge Kirby influence for the game, like Fighter Kirby as your main character. The block design is similar to old Kirby games, which is fine; I also don't recognize them.
At the same time, Cannon looks like Kirby cannon except for colors. The runner tutorial guy could fit in the Kirby verse, but I don't recognize them. I don't hate anything in this game, I mind you. I'm just saying it looks a lot like Kirby assets.
Which means well done on capturing it if they are not.
Very good Celeste-style game. This game was very fun and very good design and feel for the character movement. This game does not feel like it was made by a newbie, with the level design and the simple art to help make animating the character easier. I am highly impressed by how unpunishing falling actually is, almost any time a fall, if I hit spikes, I would be launched to platforms.. Judging from the animations, VFX, and sounds from this game, I would say you have been making games for a while.
The controller is smooth and very easy to use. The character designs remind me of lora croft. Well done on this game
Glitches found:
- Corner dashing launches you pretty high up (keep this as speed runner tech lol)
- Near the bottom, there is a section where you have to jump between two walls, and the one on the right has a ledge sticking to the right. when jumping across the gap there and you hit the spikes you will get launched toward that little cliff meant to catch you but you get stuck in the fall animation. Well done.





lol sorry that was for another game I reviewed yesterday. So I just played yours finally. It's pretty good. I like debugging stuff, so this was pretty fun. I did have an issue with the display error poping up still. Not sure what I was doing wrong. but I completed it. Well done