Don't worry, you didn't come across as too harsh, you're just not the first person to say that the game is a bit too difficult. And you don't need to apologise for using they, as I only mentioned that to clarify and not because I'm annoyed or anything like that.
Rundevourer
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Thanks! I completely understand what you mean by recording and editing taking a lot of time. While not exactly the same, I do record gameplay videos myself for speedruns and still only have to do some simple cutting afterwards, not also record myself speaking and make sure the audio is hearable.
About the game itself: the 'balls' are actually pearls and getting them is how you get the second/good ending. I was planning on adding a dash (because those are a staple of Metroidvanias), but had to settle for just having the speed boost due to not having enough time to add it while also extending the map so there would be an area where you could get it.
You can actually avoid the frog's hand by using the speed boost as it stops following your horizontal position when it lunges up to grab, but you're probably not the only to just let it grab you instead.
This next part might be a bit surprising, but the version you played is actually a bit easier than the original project. The section at the start where you jump from the left onto two blocks and the the larger platform with an air pocket was a section where you needed to make multiple tight jumps back and forth between left and right to go up a staircase of blocks while making sure to not hit your head on one of them in versions 1.0.0 and 1.0.1. I adjusted it yesterday in version 1.0.2 due to it being too frustrating, so you actually got lucky with that. I probably should have adjusted the rest of the platforming as well.
This is a bit of a lengthy reply, but I thought it'd be nice to clarify a few things.
P.S. My pronouns are he/him.
P.P.S. Hope you succeed at playing all the games!
Really like the art palette and the art as well! Managing finances while having enough food and also doing research is a bit challenging at first, but does get easier if you slowly build up research from the start like I did. Having a way to save the game would be nice as upgrading a crew member to 10 of all three stats for the final task is pretty time consuming, at least if there isn't a faster method that I'm unaware of than just constantly upgrading the crew and repeating tasks that pay well for multiple days.
Love the voice acting. The art looks grat, even if some of the grounded enemies slightly (or in the case of one goblin fully) hover off the ground. I was going to point out the sword animation not lining up with when the enemies die, but since others have already brought that to your attention I'll mention something else I found, that being that the player flickers between the running and wall holding animations if you run into a corner. You might be able to fix that by not letting the player switch to the wall holding animation while being grounded.
In regard to the update:
Having to snap the camera to discover fish instead of just using the light is a nice addition. The same goes for the new foe lurking in the depths, but I do have to say that losing all your progress when he kills you is a bit annoying.
P.S. Also good to see that you can't just go through the seafloor anymore.
That's one way to make use of the limitation! Also like how the player sprite looks kinda 3D. The game sadly didn't want to be fair in my one and only life though as the first pipe that appeared was so far vertically down that the top part was partially missing and the bottom gap was so small that getting through it was impossible.👍
It seems I'm one of the few to actually beat the game! You've done a nice job with the pixelart and I like the premise. The very high encounter rate is a bit annoying though and the first few enemies on the second floor were a bit underleveled compared to my stats. There also could have been some visual effect to show you taking damage instead of the shield number just going down.
You've done really well with the art and mechanics, especially the screens that appear for opening the door and escpaing.
I do have to say that the enemy detection bar should progress faster, as you can currently just sprint past the two stationary guards instead of sneaking around the building.
And I also noticed that the player and door don't reset if you play again after beating the game.
It's still a very nice game!
Wasn't expecting to see a game incorporating every meme on the internet today. The concept are puzzles are pretty neat! This is just a nitpick, but I do think the text and buttons that appear after completing a stage could have been bigger as they look a bit too small and the darkened area around the text and buttons doesn't cover the entire screen, making it look like a mistake rather than being intentional.




