The save system was a little rushed, honestly. I'm not surprised there's some bugs with it. I'll look into fixing the issue if another person reports it
qntnt
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Thanks for all the testing! Toggling abilities was an idea from really early in the jam which I remove in the next version of the game. Should resolve some of those bugs you called out.
Speedrun timer is already implemented in the next version. It'll show your your current time and best record.
I have a fix for the weird volume sliders.
I don't see a need for "reset" with R key at this point.
I also have a save system implemented that quick saves after dialogue and when you pause the game. There's three save slots too so you could do multiple runs of the game.
I'm also including slightly better indicators for those blind jumps and revamped physics that are less "slippery"
Thanks again and I think you'll like the next version :)
Thanks! I'm definitely going to continue this project for a bit. Right now, it's sitting at around 30 minutes of gameplay but I want it to be closer to 2 hours minimum.
I've already started making custom art for it, so the next version will at least have a custom tileset. If you want to collaborate, just let me know and we'll chat about it
That's true of games like Celeste. But this game is supposed to combine elements of Celeste and platforming games with the frustration of games like Getting Over It and Jump King. The design goal is for the player to overcome debilitating setbacks and failures. In a way, losing progress is the game.
Your quote is gold though. I've tweaked the physics slightly in the new version to remove the "slipperiness" of the character, because the platforming is still almost as hard and I want the player to blame themselves and not the game. Be on the lookout for the next version in a few days.
Such a thoughtful review! Thanks so much! I'm really glad you were able to make it to the end. As for the difficulty, I want to keep it hard since some of my favorite games have similar difficulty. But Celeste has a nice option in the settings to enable accessibility features if needed. I think I could add some optional checkpoints and adjust physics or game speed through a setting so that hardcore and more casual gamers could enjoy the game.
I'm really surprised that you found one of the secret areas. Sorry I ran out of time to add something fun there. They will have stuff in the post-game-jam version
All good points!
I think I chose those controls because I've been playing a lot of Rogue Legacy 2. After the game jam ratings are over, I'm going to clean this project up a bit. First priorities are - add more control layouts, controller support, fix some minor bugs, main menu.
Later on, I want to support custom key mapping for actions and stuff. But that's a bit more work