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ProjectESPider

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A member registered Jun 28, 2021 · View creator page →

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Thanks! I appreciate the kind words! :D

I've shot you an email just now, look forward to hearing back! ^^

Thanks so much! ^^ I loved your playthrough of it. But yeah, definitely need to rework some things to turn down the difficulty. I'll be sure to fine-tune some things now that the jam is over. 👌

Sorry for delayed reply, didn't see this until now. Thank you very much! This is actually the first game I've managed to complete and release. 😅 But I hope to change that in the future.

Thank you very much!! 😁

nice.

Thank you for the feedback! But yeah, sorry for the length. I really wanted to make a metroidvania adventure where you unlocked really cool abilities whenever you defeated bosses, and had plenty of time to use the abilities. I probably should've made a version for the game jam that made the bosses super easy so they didn't take any time... but idk, the thought of that just sounded so unfun. Ultimately, I decided I would just focus on making the best game possible (after all, I don't think community members voting for the best game have any time limit? you just play for however long or short you want to).

Ahhhh, thank you for the clarification! ^^

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Thank you very much for the feedback! I'm delighted to hear you completed the game, I'm extremely honored you dedicated that much time into it. While developing the game, I was a little paranoid the game may be too short (since I didn't have a lot of RPG dialog to fill the time), but I suppose that ended up backfiring on me. XD

Sorry about the lack of options menu. Since all the menus were custom-made, adding a custom options scene was a time-consuming task that I figured would not be as vital for a game-jam game. In retrospect, I regret not taking a bit more time to work on it! >.<

Also, I'm a little disappointed you didn't find controller that much better than WASD? No streamer/judge up until this point has even used controller, despite a lot of the game being tested/designed for using one (360° directional movement, controller vibration, etc). So it's quite interesting that the one person to actually play the game how it was intended didn't enough it that much. 😅 Just for future reference (since I hope to release a full version of the game in the future), could you go into more detail on the controller's lack of "tightness"? Did it just feel like it was too difficult to move in straight lines on controller? Or did the whole thing just feel inaccurate in general?

But yes! Thank you very much for your time, good luck with the rest of the judging!

Thank you so much for the playthrough and feedback! ^^

Thank you very much! Your compliments are very motivating! :D

Thank you for the first impression! I will subscribe! :)

Glad to see you made it all the way to the final boss! XD I'm super excited to hear your detailed thoughts. Thank you for your time. 

Ahhh, we'll it's an unintended exploit, and there's no reason to backtrack anyway. >.<

Yeah, I would've loved to add control remapping or more accessibility options... but I mean this was a game-jam game after all. Only have so much time. 😅 There's no point in the game where you're required to use all abilities at the same time, so I didn't think of it, but yeah. 

Idk either. Guess I'll wait and see if someone else encounters something like that? As for the placements of the button/web-device, their relative placements are not random! The third-phase is purposely spread out to make it a little difficult. Once again, intentional to make the boss interesting. 😅

Yes, like I said, I agree. It's difficult. There's a whole system that tells you where the boss will dash however. You need to dodge before they start moving.

Yeahhh, sorry about the cliff one. The game recommends controller so you have more precise movement. And it is color-coded so you know the height to jump from. 

Every fly trap is only two blocks high, so you would be able to escape all of the ones you enter. Even if you couldn't, the pause menu has a "Restart Level" button, so you can always restart from your last checkpoint even if you did manage to get yourself stuck somehow.

Thank you for the feedback! Sorry about the perspective, it's somewhat out of my control since it's built around RPG Maker's art and pre-set perspective, but I'm very confident with it's consistency. 😅 Could you go into more detail about the last gate glitch? I know you can jump over it with the grapple ability, but if there's a glitch that's occurring, I'd like to know. Anyway, here are my responses to the other points made:

Ahhh, that's fair. I'll add that if I update the game! ^^

Ummm, I'm a little confused by what you mean with "two separate control systems"? The controls don't change and there's only one way to do each thing (except for the fact there's controller support). The prompt idea is cool... but I didn't even think of it since, well, most games don't need this? Could you go into more detail about why you think this game would need that specifically? 

This was intentional. Originally the boss would keep going until you left, but play-testers got confused, so I made it so it ends after a bit. You can finish the boss either way. 😁

This was intentional. Like most bosses, the moves are selected randomly, but there is a system that prevents the same move from being used too many times. So even if you don't get the move you wanted, the chance the next move will be the one you want will increase. I'm a little confused about whether this is a bad thing, since most games' boss battles are a little random when it comes to move selection? As for the swipe, there are only two speeds. The boss indicates it's going to do the faster one by slamming its other foot (and shaking the screen) beforehand. So you gotta pay attention and look for that sign to know if it'll be the faster one or slower one. 😅

I agree >.< As I mentioned in a previous comment, I wanted to shorten them after you see them the first time, but just ran out of time in the game jam. Even so, they're only a couple seconds long, so I figured it would be fine. (And there's only, like, 2 dialog scenes in the whole game anyway)

I agree. Probably the biggest mistake I made with this game was making the final boss a bit too difficult. Unlike the other bosses, it has a health bar, so you control how fast it gets defeated, but if you aren't patient, you'll end up making more mistakes. In the future, I hope to add the ability to let the player get hit twice before dying and lower the max HP of the boss. 

Ooof, sorry about this! I'll see if I can replicate the problem and fix after the game jam!

This was intentional. Otherwise, you could just keep climbing the wall forever. 😅 Gotta give it a little space so the momentum of the web actually "pulls" the player up!

You can actually get every fly the first time you enter the room they're in. Some flies may be easier if you backtrack with new abilities, but that's never actually required for any of them. 🤗 Since you can get over the gate using the box and the dash anyway, I should've probably added the ability to go back with the gate their, but like I said, you don't need to backtrack for any of the flies, so I didn't think of that. >.<

 Thank you for the in-depth review, I greatly appreciate your words! I regret not replacing the RTP, it was part of the plan, but I ended up running out of time. 😭 I'm very happy to hear the design of the game shines through despite it. 

  • Thanks! There were a lot of challenges I wanted to add that were too difficult, so the flies were a good compromise.
  • This battle was a little difficult to balance, since if the projectiles are accurate, the battle is super easy. I suppose I could've made them a little more accurate though. 🤔
  • Sorry about this!! Everyone who play-tested didn't seem to have a problem, but I guess it might be a little difficult to notice on different monitors or PCs. I'll see if I can make it a bit more obvious. 
  • Yeahhhh, I wanted to create shortened/faster versions for whenever you would see them again, but couldn't due to time constraints. >.<
  • I agree 100%. It's definitely the one thing I would change if I could. I was scared of making it too easy since it was the final boss, but I misjudged how difficult the boss would be for most people. I tried to make it difficult for me, and I'd been playing the game for a month, so it ended up being not very friendly for people playing the first time. I like the idea of adding more HP. This game was somewhat inspired by Celeste/VVVVVV, so my mind was always focused on having a one-hit kill system. But incorporating boss battles ruins that, since it's impossible for players to quickly recover from mistakes mid-fight. If I ever update the game after the jam, I'll definitely be sure to allow the player to take multiple hits before dying. Hopefully, it would make the fights much more enjoyable. 

With that being said, thank you for your feedback! I appreciate your thoughts! 

Thank you very much!! The game uses 100% custom plugins, feel free to check them out in the /js folder if you want to see how everything works. ^^

Thank you very much! I'm not much of an artist, but I managed to make everything move nicely together in the code. I'm glad you liked the way it turned out!

Thank you very much! ^^
They were quite a challenge to put together. >.<