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Phenohix

11
Posts
A member registered Sep 12, 2024

Creator of

Recent community posts

That's fine. But the camera part does is a bug, if you're idle during the camera movement it should be avoided, but whenever it happens you can just run and jump to the left until you reach the spot where the camera got stuck at and it'll go back to normal (I think I told the dev about it, I have no clue why this happens though). It's the ennemy respawn that isn't a bug, just strangely placed respawn detection spot

Thank you, I am glad you see it that way
Also I do plan on making a better version of this demo eventually, and maybe even a full thing

timestamp: 1:53:45

Thank you!

The character does have clothes, and they were actually made before the werewolf at the end of the level, it's just that eshevek (our dev) didn't add them in. And I agree, the art could have been better, if my internet didn't die halfway through the jam and greatly impacted my ability to do anything. And there is also cut content of my work that couldn't be added in due to time constraints, like a cherry collectible, hearts, a sky background, a little ghost guiding you to the exit (level was meant to be larger), a different and larger level 1, the pause menu was meant to have several pages so you could also get info about the controls and your character, and a whole different tileset for another level. The improvements you are telling me about actually already exist, but time wasn't in our favour, nor was my internet. I'm still salty about my inability to provide this in time, but it was strictly impossible with the issues I had.


For the music, you can thank our composer merrilee who made all of the songs (and sfx)! For the in game interactivity, it is eshevek's doing! And I obviously drew the UI, and you can't see it, but each drawn part of the pause menu is actually cut and its own png file! (which is also the case of almost everything else I drew for this jam's game)

(And I did try your game just an hour ago, I couldn't do it because it was almost 3am when I sent my last discord message, and I wasn't pulling another all nighter, especially after the one I pulled on the last day of the jam)

Loved it. Very fun, very creative, very well put, very adorable.

Got where I'm not supposed to be and proud of it. It was a very nice experience, I liked the tiny dialogs about the king

Yes, it was my first walk cycle animation so the movment is kind of exagerate (and the character is constantly in a running state because otherwise jumps are too low and short).
And thank you! I am very glad that you like it (both the menu and the distortion effect). The distortion is made with a shader applied to a color rect, if you were curious 

For the first jumping area, you can stand on the first block for a couple of seconds, it's going to break and will make this section much easier and avoid you getting softlocked. (The submissions had already ended when I played the game because I was still working on stuff for it, I discovered the problem of this section the hard way as well. Those light brown blocks are actually sand blocks that function similarly to the ones in Kirby)

Loved it. Just fininished 100% it for my firt run. Will replay, might speedrun

The game breaking bug you are talking about is not a bug. You're actually just activating the respawn of the ennemies that avoid you being stuck. I was also a bit confused at first when I played the level, but it is just a safety to avoid you softlocking yourself on the section with a strangely placed respawn detection spot.

Initially it was thought to have 4 levels. But due to an internet shortage on my end happening halfway through the project, I was unable to work properly on my part. Which slowed everything down. The extra time was spent on actually making a level. The game was supposed to be rather different.

Well, you can thank merrilee for the music (and also sfx). I am the one who drew the UI for the pause menu (and set the darkenig effect on the qui & close buttons upon clicking on them), the modular settings were added by eshevek who worked on the code and had to build the level.

I really liked this game. And my stuborn *ss did do two runs just because I thought I glitched the game at the end of the level (going slow and observant on the first one, and happily blasting through it on the second). So I do have some feedback for potential improvements:

- The player movement is way too slippery, and dying because of it is quite frustrating,

- The player character keeps all momentum upon respawning instead of losing its velocity, so you end up dying for no reason,

- The hitbox of the character is too large,

- The camera takes a bit of time to go back to the character whenever you die (not as bothering, but I feel like it was worth mentionning).

On a more personal note, having the jump being the "W" button - which also serves as the "up" button - felt strange and made dashing witout double jumping tricky.

And all in all, it was a fun experience. I'd love to be able to play more levels of it. It's pretty and the platforming (aside from the soapy shoes) was fun.

Thanks. I am the games artist and whilst I agree with you, my internet died halfway through the project, making me unable to work properly on my part for a while so a lot of things couldn't be done because of me.

I do plan on continuing the project and making a much more polished demo, and maybe eventually releasing a full thing

I loved it. Stalling being a viable option that is even encouraged by the attack turns mechanic is great. The artstyle is awesome. And the hero of vengeance is such a climatic final boss, and their the second phase looks so f*cking badass.

I beat it with the demon lord, Esther and Kael.