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SolarPellets

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A member registered Jan 06, 2020 · View creator page →

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That's insane lol
I'm about to upload a new map, something that took a bit more than an hour to make, I'm excited to see what you end up doing on that

Oh, yeah, the camera can flip. It didn't do that in the editor, that's weird

My finger slipped, but I did well enough. I really like that you can't get RNG'd to death because you can go between the spikes at the last second

Here's your time to beat:I only spent like a minute or so on this, but the lower your time, the better!

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yoooo that's my music!! I'm glad I could make something you enjoyed enough to use in a project :3
This is exactly the kind of game that I'd spend an unnecessary amount of time trying to beat without really knowing why if it was longer lol. I like it!

You can speed things up a lot by stacking like this, makes the game way faster lol

I got one minion stuck under another while I was still controlling it T_T
A little tedious, since you're just doing the same level over and over, but it's a fun idea and good execution for the allotted time.

I feel like I can get 25, but I'm happy with 24 for now

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Got a 28, pure luck lol

The game crashed as soon as I tried to wall jump. I had the legacy wall jump enabled, but I didn't try without it.

I don't expect you to be able to run it short of making a VM, tbh, but that's totally on me for using that engine lol

It seems like a lot of people are getting an error when trying to run the game, and the only reason I can think of is not having the correct VC redistribution installed. The runtime is from around 2010/11, which I think should be VC redist 10(ish.) This version should work? If not, I'm kind of at a loss, the engine works perfectly on my Windows 11 machine, but with how old it is it wouldn't surprise me if it has some obscure dependency I only have because I like messing with old software like this. https://www.microsoft.com/en-US/Download/confirmation.aspx?id=26999

It looks like you're missing a runtime that I'm not, but I'm not really sure how to figure out which one. I assume it's a VC error, in which case it should be version 10(ish?) Installing a VCredist from around 2010/11 should fix that, I think microsoft has been releasing ones with security updates as well.

No, the engine doesn't support that unfortunately. the engine was definitely the biggest roadblock in the development of this game lol

The complete lack of a coyote jump, as well as the janky ledge grabbing, shoddy collision, and... enemies(?) made this a confusing, frustrating, but ultimately satisfying experience. As far as I can tell, I explored everywhere, and I found ways to clip through gates, jump around where I wasn't supposed to, and had a lot of fun doing so. That said, coyote jump, and more polish generally, would go a long way.

This reminds me a lot of pseudoregalia, from the psx style graphics, to the busty protagonist, down to the three wall jumps in a row, I love it. I'm super excited to see more, this demo was super fun. I'm super excited to see more.

It was fully tested on Windows 11, does nothing happen when you try to run it or do you get an error?

What error? I didn't have an issue running it on Windows 11, but that's the only platform I tested it on.

Yeah, no sound unfortunately, I had no idea how with this engine lol and I didn't have time to find out. That said, I'm planning on revamping the level design and redoing it in a better engine, so keep your eyes peeled. Assuming ADHD doesn't get the better of this project anyway.

If this was made in anything other than scratch it would be pretty good. As is, though, the shoddy collision detection and physics make it hard to play.

I got all the relics, I'm pretty sure, and really like it so far. I'm looking forward to the next update

I just finished beating this 100%, without cheats or anything. It was fun, for its duration, but I think it could be a lot better if the horizontal movement was supplemented in some way. As is, it just feels really slow and clunky. Other than that, it was a nice half an hour diversion

Anything that can be played in a browser with no additional plugins or whatever is allowed. I saw someone else say they were going to use scratch and turbowarp, so I'm sure Unity is allowed

When I design tracks I don't intentionally design shortcuts, but I design them in a way that's conducive to shortcuts, so I'm glad someone found something

As long as there are only two colors and it's not just normal grayscale, yeah

I kept accidentally doing a cool flip in a different track called wall riderrr so I made a track that requires it. The last two jumps are stupid difficult, too, so good luck :3

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My "verification" run was 40.496, I'm positive sub 30 is possible. Good luck :3

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If you find any bugs or anything you think is worth mentioning for me to change or fix to make the game better, put it here.

I cannot express how unfun waiting is as a mechanic in any game. The atmosphere is great, the animations are super fun, but it's just hard to play because I'm expected to do nothing for certain periods of time.

The mansion has a lot of clipping going on, and I can't find anything to do in there? I like how it feels, other than the lamps being a little finnicky to light. Definitely has potential

I love the Spyro inspiration, both in the level design and visual styling. The character design is very nice, I feel like this has a lot of potential. A couple things off the bat that would make the game better, in my opinion at least, that wouldn't be difficult to implement: bring down the specularity of the textures on the character, bring down the volume of the gem collect sound, bring the camera back a bit, increase the gravity and jump force, and lock the cursor. I think reducing the size of the bigger empty areas would be nice for brevity's sake, unless you want the grandiose feeling. Also, adding another movement option, like a glide or a dash (or both!), would make the base movement feel much more rewarding. I loved this for a jam game, though, great work!

It's generally just an aesthetic thing. I've used Unity rigidbodies in submissions to previous jams and it wasn't even pointed out

At the beginning of the game it says z is the jump button, which didn't work. I assumed it was a bug or something and proceeded to 100% the game without the jump button, and only after the boss did I realize that I could have jumped that entire time. Fun game, though, had a lot of fun with it. I'll play it again with the jump button this time

Really cool game idea, but I don't know that I'd call it a souls-like. It has a dodge roll, but that's all that really makes it souls-like. That said, great music, great concept, great art, great bosses, I like the idea of having to simply stand still to heal, it's great.

If the camera was constantly facing down, resetting the game should fix that. Otherwise, I'm not sure what issues the camera had. You shouldn't have to jump against the beanstalk at all, I made sure all the places you're supposed to stand were flat

Do you mean that the button is finicky, or the grab mechanic itself is finicky? As it is, you have to be touching the sphere to grab it, I might increase the radius if it's the mechanic. Otherwise, I plan to have remappable controls if I can figure that out.

How exactly would you describe this game's reliance on movement?

I don't think you uploaded the game

a little buggy, but fun nonetheless

Adding more sprites (i.e. jumping, falling, damaged/dying, a win animation) would add a lot to the feel of the game. Other than that, it's a good, straightforward, basic platformer. The levels are short, but you don't need much to have a game.