Thanks for playing my game anyway :)
Shroudeye
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While it lacks juice, like enemies simply disappear without any effect, I liked its storytelling and general gameplay. Playing it with one hand was a plus too - I'd moved harvesting to Spacebar for even easier harvesting with a thumb stroke (The character is, lore-wise, can do it easily, so why can't we >:) ).
Cheers!
EDIT: I also managed to break the loop. GG!
Fun little swingy game, for a few minutes. While I've upgraded everything to max, I didn't see any improvement on the air movement - I'd say I'd just skip it, upgrade my swing force & arm length instead, and just launch myself. Same goes for the stamina bar, at least in the beginning.
The controls were easy to grasp.
Cheers!
I liked this dungeon crawler :) It was fun to play (Felt a little sad for the Minotaur, actually).
This being a dungeon crawler, I actually looked for Q and E key functionality - they are used to turn your character, while WASD controls are for moving & strafing. This game didn't quite needed it though.
Got a little bug with some tiles, I could walk into the walls, which slightly glitched room visibility... - got it in the red area, heading towards the exit door. It didn't broke the game that bad, I was able to recover - but I don't know how it happens or its extent.
Cheers!
Well, I could've made it a bit more clear - level design was done in the last day.
In the starting pit, there is a red door (which requires a missile to open - metroidvania "rules" :) ). There is a door code behind it, the player can input that code to the door above: Approaching the circular device lets you interact with it, and your power settings work as the "code".
As for the air rolls, *after getting the artifact*, you can freely do somersaults while in the air. Look around with the mouse to see the effect. Plus, you can roll using Q and E.
Cheers!
Saw this on stream as well, and found it interesting.
I like where this game is going, but I'd still preferred that it had checkpoints - i.e. we just return to the start of the current act, instead of playing the entire thing again and again. The game rating must go on, after all. :)
Still, I enjoyed it quite a bit. Cheers!
Nice game, has potential. I liked its progression, and the underground zen garden theme was very good. I loved it a lot.
Now, the controls seem a bit floaty, and sensitive to the slightest touch. I kept missing the jumps up top.
The character is a bit too slow. I'd recommend adding a running function. If not for puzzles, it would at least help reducing the time spent for returning back to where a player failed.
But overall, I liked the way it plays. Cheers!
Well... I've found the reason for the bug: Due to an oversight, holding down jump while landing may lock the player's ability to jump. It only happens if the player was landing with their "Dash" bar empty, and they were holding the jump button while landing. This lock-up gets removed when the in-game loop restarts (or the player restarts the game, which is quicker)
So, to prevent such lock-ups, players should ensure they're not holding the jump button as they land, or their dash meter is empty. A post-jam fix will address this bug (among many other :P :D).
I was only able to play the game for a short while, and made partway into the 1st case- and I'm certainly returning, I'm intrigued already.
A few things, though: navigating between pages, especially trying to go back to a previous page is a little difficult. A set of forward/back buttons would help greatly. Also, the 1st case page seem to give away the plot twist early - but that is my personal opinion.
Cheers on the game.
The game doesn't have any invisible barriers... you might be expending dash energy.
-The code game isn't just for codes: That system boosts your movement/weapons and shields (if you got it) allowing you to jump higher (or run for longer)/charge more and recharge shields faster.
-Also, along the way, you should've picked up a grapple gun, which uses weapon energy... :)
There is a glitch with the jump system though, it is way too fast than it supposed to be. What is more baffling is that the jump strength is 0.1 - player can hold the jump as long as they have energy, and it applies on each tick (xWorldDeltaSec), so I kept it extremely low. I still might've broken something, so I'll be investigating it.
The ramps taking road space wasn't the problem I was referring - they should take space, of course :)
I was referring to the interface controls: Currently the player uses the mouse wheel to cycle between drawing road->ramp (up?)->bridge->ramp(down?)->road again. Maybe that might've been worked on, and streamlined a bit?
Good puzzle game, makes one think.
It would be great if we could see the road directions. Which would also eliminate the need to have 2 ramp objects (I assume we switch between ramp up->bridge->ramp down), and instead, "imply" that the road is going up/down. You can also have the same effect by using the mouse wheel to adjust the road level...
Cheers!
Also, kudos on having a level editor, especially in a jam game :)
I love roller coasters, and love to build them.
But sadly, I wasn't able to complete the tutorial for this game. Its controls were simpleish, but I found them kind of getting in the way. Especially, I didn't quite liked the way control points were added automatically. It simply created more points that I either need to adjust, or get rid of. Placing them one at a time would've been better.
And, after I started to test the track, (where the train simply rolled back, there wasn't any lift system... couldn't find them anywhere), and returned to the editing mode, I was *unable* to place any new track piece.
I'd loved to play this more... it reminded me of my RCT / NoLimits days.
Still, congrats on your game submission.
Okay, I've played this one. Good concept.
I got stuck after removing the fan: I couldn't climb up there all way, but I was able to remove the grate and cut the wire. After that, while I could interact with the vent, it didn't seem to do anything (supposed to give me that blue thing, I guess?).
Also, in addition to larger hitboxes (and a reticle, optionally) I'd recommend the ability to run, at least. The character moves extremely slow, and it shows - especially if you end up opening a lot of doors, and have to meander back :)
Still, congrats on the game.
Thanks, Lili. It was a pretty calming experience!
I liked your game. There are a few things though, mainly that the web version did not recognised my "i" key (I am using a Turkish keyboard, probably because of this. the downloaded version worked ok.) I'd also like to see more starting words (Earth, fire, ice, water was all I got, the word "Spell" on trailer did not even appear once) as the game gets a bit repetitive after a while.
But overall, I liked its calming atmosphere. Cheers!


















