This is a lot of game for a solo dev! The selling mechanics were the highlight for me because they gave choice. I loved the artwork. My favorites was the questionable water, the little transparent soul effect on the gardens, and the characters. The ui really fit the whole aesthetic you were going for.
As someone who does solo dev, I know how much work goes into this. Very impressive scope and management!
Sappir
Creator of
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Considering you won second place, you don't need me to tell you how amazing your game is!
Adding force to the stars near your light makes it feel like you're launching little light gravity planets, and that feels amazing.
Making the descent for the stars be towards the player controlled object really gives your game a nice poetic quality. Something made by conscious designer choice, and that's really awesome.
Fun! Great use of the limit. The interaction when landing and jumping felt realistic. Adjusting yourself was awesome. Best game I seen so far. I see lots of potential like adding speed boosts when you angle it just right, having speed lines, moving the penguin a little further down to emphasize speed, adding different slops and ramps and cliffs, ect.
Thank you so much for finding it. I couldn't replicate it myself. It detects if you move out of the area2D and teleports you to the other side. Based on this I'm assuming its because you can fully escape the area2d once you get teleported due to moving at the perfect angle to not capture your collider anymore. Perhaps the solution would be use a distance check and teleport rather than a area2D.
In hindsight making the character white and the stars white wasn't a smart idea. I actually spent half my time trying to create a good inventory/upgrade system and ended up scrapping it.
I really liked this one! The graphics were amazing. Shader really was a plus here. Some of the stars felt like they were in 3d space and I really liked that. The game gave me a feeling of mystery and wonder, if it was directed a bit more I think it really has potential in story telling. I don't really know why some of the stars turned red though.
The movement felt solid and the overall vibe was really good. I enjoyed the small touches like the transition effects. Would've been nice to remap the dash controls. I noticed the enemies had health bars which was a cool detail! The vision mechanic was interesting but didn't feel fully integrated into the core gameplay
lol thanks for playing! Weird about the undo thing though. I saved both the ground and push block grids plus player position each turn and just restore the previous state when you undo. tested it pretty hard including edge cases like undoing item pickups. and yeah the levels are random but i cross-checked them against each other when making them so you shouldn't be able to get stuck, though maybe i missed something there. if you remember what happened with either thing i'd be curious to know. appreciate the feedback





















