3 minutes and 7 seconds before the deadline is still eons in terms of CPU time. Just sayin'
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I started playing this first thing in the morning after not getting enough sleep and almost gave up after a few screens... it literally hurt my eyes to read the text. However, something in the story kept drawing me in. I rather enjoyed the recursive stories. Thanks :)
Love the concept. Wish I didn't have to go to a separate site for documentation, but I get the point. I think if its a game, it might be nice to have everything on one screen, so perhaps a browser inside the game?
I really wish there were more than just skeletons with different behaviors. Since I couldn't do anything the whole time, it would have added some variety. Either that, or a shorter trip to the necro. I experimented a few rounds to figure out the mechanics and once I figured them out, it was fun the first round, but the idea of trekking through that whole gauntlet again (in order to reach the boss) without hope of speeding it up didn't feel appealing to me.
That said, it was a really "cute" and entertaining game the first round :)
This was great once I got the controls down. The first level could use those corner angle parts that you have in all the other levels, but other than that, the levels and puzzles were very well designed.
I'm not a fan of story games, so it was surprising to me to enjoy it as well as I did. The writing was pretty good, but the end bit felt like some sentences were accidentally missed. Looks like you had fun making the game, it came through in the end result. Well done.
Played it right to the end. It was a great game and clearly you took a great deal of care to make your level layouts enjoyable. There were a few blips in corners and such where it felt a bit buggy (getting caught on a diagonally adjacent buzzsaw below the platform you're standing on for example) but overall a great experience. Have fun adding levels!
Yep. absolutely everything is spawned at a random time after the previous one of its kind. Controls are inspired by flappy bird. They're definitely weird, but it was just fun to do something different. Thanks for the feedback.
The style and atmosphere provided by the art work and music were fantastic. Unfortunately I experienced what appeared to be the whole game in just a few minutes. Would have liked to spend more time with that atmosphere.
I have them exploding a fraction of a second after they hit something that is damageable. So if you hit the slimes or one of the destructible barriers, they should be much more volatile. I'll probably be experimenting with them quite a bit more. Thanks!
Wow. This was the best use of the 30 second theme that I've seen thus far
Except for a bit of refinement around the controls and some sounds, I think this is a very well done game. I didn't get very far (testing several games takes time) but I enjoyed where I got to so far. I hope there is plenty more content when I come back to play it again.
Yeah, it seems the jumps are also the stopping point for myself. Jumps are extremely shallow whether I'm moving or standing still.
A suggestion: Are you maybe calculating jump or velocity per frame? If so, its possible that frame-rates play a part. You can generally remedy this sort of thing by including the time delta in your physics.
Looks like it has potential, but had a bit of trouble figuring out how to get more bullets or what my goal was. Nice aesthetic, enemies look fun. character was well animated, though I wished it would animate in the direction I was moving and not toward the mouse.
This was addictive. I kept going on to the next level. Unfortunately I beat one level and while there were more portals, none activated. Were there only 8 levels, or more?
Either way, it was fun. The puzzles were enjoyable once I got the hang of it.
I agree with previous comments that the controls could be different, but it wasn't gamebreaking.
"the combat feels very unforgiving". Thank You! That was exactly what I was going for.
You're right though.
A bit of feedback has given me a chance to reevaluate, and I agree it would be better if the throwing was cleaner and more predictable. Also giving some thought to a more set path for the slime enemies, which would allow the player to more easily avoid death by slime. If you fall into a sludge pit though, that's on you :P