There is an icon on 'selected' mines. I'm not going to change the selection mechanics.
sarn
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Not being able to fall through platforms is intentional design, the levels are designed around this behaviour and without it a lot of them would be very similar. I was careful to remove any places I noticed you could get stuck and not see it coming, but it's not unlikely that I missed a couple.
Finding tiles on later levels being tedious is a fair point, it would probably have made sense to include a unique visual state for 'found but empty tile' the same way there's one for found tiles that are part of the image.
Thank you for the feedback!
Sorry you didn't enjoy it too much, the feedback is appreciated.
Stepping off of any 'flipped' tile causes them to activate, I just wrote 'jump' in the tutorial because it was difficult to come up with a way to describe that which wasn't too wordy otherwise, will definitely be working on making any in-game explanations clearer and more in-depth in the future.
I think if I were to explore a similar mechanic again, I would remove the random element, though I do think them being randomized provides a very different type of challenge.
That sounds like an issue with your internet connection or browser. When the game switches stages it has to grab the file for the next level from the itch servers, so maybe your connection is being cut or some security setting is kicking in and preventing communication with the server? If you try with a different browser or try using the windows build it should work fine. Sorry about that, it's the first time I've heard of someone having that issue with this implementation of stage loading.
Thank you! I would like to make a slightly updated version in the future with online leaderboards.
I agree that being able to eat the bombs isn't very clear, I haven't come up with any good way to communicate it beyond showing a screen in-game that just says "eat these things, don't eat this thing".
It's a cute platformer, I played all the way through.
Unfortunately the level design leaves a lot to be desired, the game never really introduces any mechanics (except moving platforms which are barely used at all) which leads to the stages being basically the same all the way through. The only stage I really remember is the vertical one right at the end, so I think it would have been a good idea to try doing some other stages that change the level structure a bit.
The combat is unsatisfying because it lacks any sort of timing of other skill-based element. This is particularly harmful because combat is really the only thing to do other than platforming. It would have helped a lot to at least introduce some enemies with different movement patterns throughout the game.
The bosses are a nice addition though the second one did feel a bit unfair, it took me a few deaths to figure out how to avoid the downwards attack.
It also would have been nice to be able to make the camera peek up or down moving the arrows since there were a few times I had to make a jump without having any idea what was below me (occasionally resulting in me landing right on an enemy or dying).
Other than that I found it a bit obnoxious to have to switch to using the mouse to navigate the menu every time i died.
Sorry if this comes off a bit critical, as I said I did beat the game and I found it pretty enjoyable.
Keep in mind that the game was made in only 3 days. While I agree with most of your points we literally just did not have the time to deal with them, the game was uploaded 20 minutes before the jam deadline.
- The teleporting enemies are intended to avoid teleporting on you but they still do occasionally due to an oversight that wasn't noticed until it was too late. There is a build of the game on newgrounds where this is fixed.
- The penalty is that you don't get the parts for clearing rounds. I agree that this makes it easy to trivialize the first few ascensions but later on it's not a viable strategy.
- That was literally the last one implemented and I agree that it's lame it just had to finished.
- The length isn't randomized at all? It's entirely based on how well you did last ascension. I agree that picking the weapons would have been more fun but making that work well was out of our scope.
- The entire point of the time out is that it makes you weaker next round. Larger stages were definitely out of our scope.
The game was a fun weekend (+1 day) project but none of us have any desire to do anything more with it.
The concept is super unique. It would have been nice if there was something like shields you could place in front of the ship to make the game just a bit more forgiving, because as it is now it becomes very difficult to maintain a moderately sized raft, often it feels more efficient to just travel on 2 tiles.
You can buy items by holding the W key, it says so when you're next to an item you can afford. Maybe that text wasn't very clear or visible because it is pretty small.
Also definitely agree that some of the first rooms are much harder then they should be, we only had a bit of time to balance things out before submitting the game and I know the others who worked on it definitely want to make a post-jam version with the difficulty curve fixed.