Great, thanks for the feedback. Really, I'm not happy with the combat. If I'm honest I was hoping the dual mini-games would kind of mask how poor the actual monster fighting was. :D Certainly something I can refine.
ShadowGlass
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That makes sense.
Yeah, I found out that if you trigger the second jump almost as soon as you leave the platform you get a huge boost. Wasn't sure that was intentional, but it helps skip a few platforms. I die a lot more trying to do it, but it's fun to try and get those, so if it wasn't a feature, keep it as a feature. :)
I did rage quit and then read your page. So I went back and got all the way to the end. I was only halfway out of stamina and it just got stuck like this, with stamina still depleting. Still attempt to do it again (many, many times) and haven't made it.
Anyway, the humor is top notch. It's definitely addicting, but that better not be the end. :D
You really captured the soul of each of the places we visited along the way. ;)
Really cute artwork. I really like the idea of having a hero do hero stuff as sort of a job simulator. It's very unique.
Pressing enter to fly the organ was (for me) impossible. Maybe stick to one control scheme (mouse) or provide both options for more accessibility.
Not sure if it was a glitch, but after failing to save the people under the rubble, anytime I went back people to save wouldn't spawn.
Great job!
Really good atmosphere, with the lighting (or lack thereof), minimal background noises and the eerie footsteps. Plus it had a character creator!
I don't know if I had bad luck but the only thing that spawned for me was batteries and one gear in my 16 minute run. I thought that would help with the flashlight but I couldn't figure it out.
I do agree with the others that a smaller map would help traverse the level.
This definitely has potential. Hope to see more of it.
Question, does that mean people on the opposite side of the world are looking down at their feet, through the Earth? :D
The art is great, and the story idea is interesting. A few more interactions per door would do great, and maybe more than just binary options, though the end
I got stuck fighting the reptile who only seemed to take damage from critical hits or magic and he never did damage to me, so that was a little disappointing. Frankly, I wasn't going to sit around and try to widdle him down for that long. Actually, now that I think about it, all the fights did drag on a bit much. Either bigger damages or less health, or some sort of weakness system.
One thing that would boost the game easily is a small soundtrack. Some synth background music and some hits or even button presses would give it a lot more life.
Overall, great job! Two weeks to get as much as you did is really admirable.
Either I don't understand how the game works (causing massive frustration) or it's broken. I try to follow the prompts and sometimes the combat indicator at the top shows, but most of the time it's just a solid colored box. Then if the combat indicator does show, I can't select the enemy and hitting ready just tells me to try again.
I could kind of click through on Tutorial 1, but Tutorial 2 is just not happy with whatever I try.
Sorry I can't give more input.
Has a lot of potential. Quicker spawn in times would help. Also the slimes probably shouldn't react in the same direction as my mouse is moving, which causes them to just be delayed in reaching the cursor.
The health bar (I'm pretty sure at the top) never seems to correlate with my death. I'm just dead all of a sudden.
Cute concept. The camera needs to follow the player better. It could just be a browser thing, but it was a little discombobulating. The screenshots show the correct way, so maybe I'm the odd one out.
Edit: I'd also like to see a bit longer levels with some groupings of previous obstacles instead of only one main obstacles per level.
Glad you appreciate the sense of humor. :P
The wolf is definitely too easy. Time permitting we had hoped to change that, but time did not permit, so he's a pushover.
If you're talking about the first sheep on the third level, then yes, it is really hard to save her. But it is possible. I did it maybe twice. ;)
Love the graphics, raw and gritty. Very cool aesthetic.
I think controlling with WASD while being able to layout your ship would be a fun mini-game by itself if the challenge was a little harder. As it is you can just plant turrets all around plus the radars and you can't lose.
Perhaps a wider resolution so you can see more enemies (and they can be faster, bigger, different). Definitely needs some game feel as everything is more or less static.
Overall, I think this is a solid foundation and could easily be turned into a more in depth game.










