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redvelvetthetank

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A member registered Jun 26, 2024

Recent community posts

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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!

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This is fun, but my brain hurts so bad.

Edit: Aaaaand I'm stuck in a circle of auto-move blocks. I hope that's the last room!

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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. 

I got softlocked when I was killed by an enemy. I was trying to attack and heal the moment I got hit, so maybe it messed with the respawn? Because I'm back at the cauldron, but I can't move. I can attack, but I'm stuck in the attract animation and cannot walk or jump.

Cute and fun! I enjoyed it. I  like that even if you fall, each extension does let you get back up much faster, so the growth felt significant.

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.

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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

Got stuck trying things with the SHIFT and DOWN clues. But I really enjoyed the concept! Wish you could gain more time (maybe you can later on), because if I don't platform and type perfectly I get stuck with only a few seconds by the time I get to areas I'm hoping to search more thoroughly.

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Wow. I'm blown away. This is extremely smooth, VERY fun, intuitive, and creative. Absolutely would pay for a full game. Never figured out how to get to the hidden sword, but the game's balance and map grew really comfortably as powerups were found.

10/10

Edit: Kept going to find the sword!

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.

Okay, got the game working. WOW!!

simple, creative, excellent. I got stuck so many times, only to find a new mechanic and think, "damn, this just keeps getting cooler!" The amount you did while keeping controls so narrow is fantastic.

Chrome on Windows 11. Haven't tried downloading yet, but I'll give it a shot.

When I try to play I get this error.

Yeah, I got stuck on 14 as well. Fun concept before it went crazy, though!

Weird game. Absolutely stunning.

The fix worked perfectly! Game is great. Now I just need to get past Mushou. Gotta learn the patterns, I guess, because I'm pretty sure I have every available upgrade (at 87% with all items on upgrade screen besides Mushou's statue)!

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!

That was awesome. Loved the shifting dialogues, item variety (and, to some extent, ability to choose item order). I don't think I got every single thing (there was a spot in the mine I don't think I managed to access), but I ended with wo extra medals and a fun experience. Great work!

I'm having this problem right now...along with being stuck in the dream sequence.

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.

Simple with some cute characters! I do wish exploring the village after completing the ritual would give new dialogue and a chance to help the townsfolk. My only real issue was the the music during the first trial was way louder than in the rest of the game!

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I think I'm stuck after getting the leg and jumping up through a one-way section.

Edit: went back and got the arm first, then the leg. Got stuck in a loop hitting my head in the secret room, since there's no sideways motion when bouncing.

Just replayed, still fun!  I got the same ending, which I see from your comment must be the only one. Turns out the only one I didn't have last time was the mask counting mask!

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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.

Awesome, I'm looking forward to it! I like the appearance of it, so once a tutorial is in place so I get the gameplay better I'll be sure to come back to it.

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.

Cute! Fun! But that ending was BRUTAL.

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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.

Intro screen, menu, and walking to the cave entrance worked fine, then got immediately crazy laggy the moment I entered the cave to start the game. Like, unplayably so. 

That was a short blast! Loved the ghost's lines and the gameplay. Excellent work, would absolutely play a supersized version.

I'm really impressed. Stylish, simple once you figure it out, creative, and most of all fun!

Yeah, I got the same glitch as densch.  Beat the bird, then the game totally freezes. Can't proceed at all. Tried twice.

I'm in the exact same position, also happened twice. Very frustrating!

Love this! Definitely played this once forever ago, it's fun and intuitive.

Here's the thing. I actually enjoyed the game, but it was almost ruined by the jumping. Jumps got eaten almost half the time, even just on regular ground.

Bugs wise, I ran into a couple with the underground boss. First time I beat him the screen locked to the left and I couldn't exit the room after the cutscene. When I reloaded, I was now inside the room, on the far right, with the normal zoomed in camera. I had to redo the fight this way, then I could leave.

After resetting so I could exit that boss room, all collectibles reappeared. I don't know whether the hearts were still adding health, though.

If you go back after the class (great for a class project, btw!), I would also allow text to advance one full box at a time by clicking. The lines were funny, but the only options were ridiculously low speed and ludicrous speed. Improving the map and changing the heart display to a count instead of individual images would also help.

Regardless, good work! I had fun.

It's fun with pretty strong exploration for an LD game! The boss, however, is a bit much. The random way it moves and attacks  just doesn't lend itself to effectively fighting, as nothing in the game really prepares you for it and dodging is basically luck.

Very fun! Simple as that. Nice exploration, fun little game.

That was indeed the issue! Thanks for letting me know, I enjoyed completing it!