That's how I feel as well. Mouse to attack is only worthwhile if it is either an aimed attack, or you use the mouse for another purpose in the game. It just makes it a pain for anyone on a trackpad.
redvelvetthetank
Recent community posts
Obviously a little game, but not bad...except the momentum. That needs work. I like the backtracking and the actually useful upgrade, though I wish the second area had more to it than just pressing the button and going back.
A use for the coins and some more incremental upgrades (like jump height increases, maybe) would be great for encouraging exploration. Good job for a jam!
Really enjoying so far, but I do have one gripe: There is no reason to control the day/night cycle with the mouse. There are relatively few things to interact with, so E being used to toggle time would be more sensible, and with up/W as an alternate jump button.
Since the sun isn't static, it can be hard to do sections where you need to hit it while moving, Having a key to switch instead of clicking would fix this.
I think I went into the final door earlier than intended, and it froze the game. Then I tried when I felt I had progressed much further...and it froze again. So I'm going to play around once more and see if moving things in the game can maybe help move things in the room. Hopefully I can make it further, because it is a little frustrating to restart.
EDIT WITH SPOILERS
Yup, moving stuff around let me adjust the room! Very cool. Got to read more of the diary (sad), got and placed the mirror shard. Couldn't figure out the spiral room or what to do with Froggy. Creative game!
Tried again. First death once again failed to respawn me properly. Also, music decides seemingly randomly whether or not to play.
Really needs a respawn button to fix these issues.
EDIT: I wasn't actually locked this time! My character wasn't appearing at the second cauldron, turns out I'm spawning back at the first despite having saved below. Weird thing, the visuals are stuck to the second cauldron. So even though I respawned at the start of the game, the camera is showing me entirely different rooms than where it put the character.
Cute style, but a bit unwieldy, so it can be hard to advance. Just too easy to take damage. I Don't know what the gold bar does. I was hoping it would be, like a life refill once you go down, since you can't collect once it's full. But that wasn't the case, so I don't know.
If you make a post-jam version, I believe it could be really fun! Maybe a map (even if just for areas you've already been through), and arrows to attack so you can attack up and down and don't need a mouse.
Very fun! Pretty precise, but nothing unfair. I love how the extra bullets let you navigate some previous areas with ease. I didn't manage to figure out how to get the blue diamond in the room to the left with a grid and four masks (sconces?), but I figure it is some sort of map indicating where the gem will be hidden in another room. However, I didn't get the chance to find out because *SPOILER*
When I found the secret room by hitting the red triangle, the game totally locked. It showed the other room for a moment, then popped back to the previous screen with a slightly faded appearance, as if stuck in a spawning animation, covering the whole thing. No button presses do anything.
Edit 2: replayed, it worked now. But HOLY CRAP that secret level is nasty hard. Way crazier than the rest of the game! Wish it had some checkpoints. Or it does, and I just haven't gotten to one yet.
Edit: Also, KITTY! :D
Fun, but I do wish there was an alternate path to avoid the boss through some crazy stealth. The start of the game is entirely focused on stealth, with your attack being useless. Forcing a boss fight with hard-to-dodge attacks that go through platforms is jarring.
If there was a ramp up, like areas where you had to fight enemies and get used to dodging, maybe it would be different.
That was solid. Each powerup really opened a large chunk of the map, and you could face certain challenges earlier or later as desired. The world was extensive and well-interconnected, and the map was a great way to keep track of where you still had shells to obtain (...which I didn't notice until I was on the last two. Opps.). The fast travel being so readily available was great. Backtracking to look for shells was nice, but never forced, because you could zip to wherever with little trouble.
Wall climbing/jumps/sticking could be awkward, but the game was light enough on precision platforming that it rarely mattered.
SPOILERS BELOW
My biggest gripes were with the final sequence (chase + ending).
1) The chase should fully reset each time. The timing of traps changing made some attempts easy and others practically impossible.
2) The chase should not be reachable without the dash. I tried for quite a while before realizing there was another powerup left to obtain.
3) after completing the game, I went back and got all shells. I was hoping for a true/100% ending. Still, a delight to play!
Unfortunately, despite trying both reloading from a checkpoint and restarting the game, I'm running into a bug. When I exit the cave with the bone and toy mouse , the game freezes partway through its transition. It does not load the outside again, and is totally unresponsive to any input.
The beginning is fun, so I hope I get to play the rest!
This is great! I can't tell if I'm solving the puzzles with the intended methods or not (if you stack characters and jump, you can phase through walls and fit characters where they normally wouldn't), but given that I softlock pretty often, I'm guessing not always...which honestly makes it even more fun.
Speaking of softlocks, if you hit x to switch characters while still in camera pan mode, you get stuck and can't move either character. Thank you for giving space to pause when we need to restart a level! So many games use esc to pause, which exits fullscreen.
Overall, great work.
Fun, and an incredible showing for a first game!
A few issues I've found so far:
1) I got the Air Hop Scroll from the Mothman boss, but it doesn't seem to work? I just have my usual jump. No double jump, no extra height.
EDIT: Ok, I found you can equip a different scroll in the pause menu. But...why? It's a double jump. Just let it work when I press jump again.
2) Sometimes damage overlaps instantly kill you. Like, if you just hit spikes and are quickly hit with an arrow, or arrow + enemy, sometimes health instantly dropped my 3 extra remaining hearts to zero instantly.
Also, projectile hitboxes should be one tile in height. Unless you're very fast and get past a cannon or enemy before it fires, taking damage is all but guaranteed: jumping over is very tight given movement speed, and standing one tile down is not enough to avoid damage (maybe there's a Scroll of Ducking I don't have yet?).
3) Considering this, the game needs way more save points, or do away with them and make it so you auto-save when you enter a new area. The amount of time spent in the overworld walking back to where I just died is a bit obnoxious.
At least increase overworld speed significantly, or let us keep collectibles after death.
I'm liking the idea, but I think it is in desperate need of a tutorial. The various kind of motions are clearly each meant for certain spots, but it's difficult to understand what they're each for without a little guidance. Experimenting in the beginning rooms is still giving me very little idea of how the various mechanics work as someone who knows of, but hasn't played, the original game.
This is actually very fun! The exploration is really free, and you truly feel the gain every time you notice a new path or gain a new ability. I wonder, is there a "good" ending, or an indicator I've found every mask?
I do find coordinating a bit difficult with both shift and spacebar. Up/W to jump would be a big help, I feel.
