Glad you liked it, for the shadows I drew rough circles by hand then added a dithering pattern around the edges.
Recent community posts
THIS GAME IS AMAZING, the classic "janitor" music, the simple art style, the fresh gameplay, the everything is just so good.
Can't wait for Cleanup on Spaceship 5 (or will it be Cleanup on Spaceship 4-2)
*edit: The ending is amazing.
Simply amazing, I love it.
also I must apologize for cheating through my first playthrough.
(If you press the game speed button when the map appears and then click on the enemy ship icon the game instantly say VICTORY and lets you skip the entire fight)
You can fight an interdimensional eyeball monster with a stick.
I really liked the idea of fighting the same boss over and over again but I ended up giving up after 7 wins because of how difficult it got.
The lantern throw and dash is very nice concept, it seemed kinda bad at first but once I got used to it I was trying to find ways to skip some platforms.
Also the background art in the beginning is beautiful but it seems like you didn't have enough time to add backgrounds near the end.
Overall a very interesting concept.
Just finished the demo and it was really fun, the combat was solid and the pulse system is very refreshing, however there are some problems that I faced when playing the game.
- The first problem was that the poles that the player could grab onto easily blended with the background and were hard to see (I spent 2 minutes walking in the area above the green door wondering how to get up the ledge before realizing that there were poles), I would recommend adding some torches or glowing things at the ends of the poles to draw the player's attention to it while using the old pole sprites for hidden areas and secrets.
(If you play Devil May Cry 4/5 you will see that Nero's latch-able areas always have a blue/cyan glow or fire around it)
- The second problem was that the area where you climb up a broken wood stairs was VERY confusing, mostly because I easily mistook the foreground for platforms, it also happened in other areas but this specific area really made me frustrated, I would recommend making some different shades for the foreground and background so that they don't get confused with the platforms and walk-able areas (or it might just be me being stupid :P ).
- The third problem was that the enemy health bars easily blended in with the colors of the sky that it became hard to notice, I know that visual consistency is important but sometimes the colors are TOO consistent that it all blends in and becomes hard to notice.
Overall it was a really fun and refreshing game with amazing visuals but it suffered from lack of visual "depth" (idk what the correct word is but it feels like the world is flat without much distance between the foreground and background).
Good luck and hopefully it keeps getting better and better.
I'm very glad that people are liking my game and it makes me happy to see that you enjoyed it, there isn't much story about the special boy and the CULT besides them existing I guess...
I couldn't add an ending to the game so it just became about keeping him alive for as long as possible.
Hello Dragon, glad you enjoyed the game.
I originally set the challenge based on my high score however when people played it I realized that some easily got to 5 or 6 minutes so I will increase the challenge.
I originally wanted to make the game have an ending however due to the deadline getting closer and closer I had to scrap it and just make it a high score.
Thank you so much for playing the game.
Hello Xelaushi, glad you liked the game, I am very sorry about forgetting the cursor, I mean I even forgot the wildcards in some exports (lol), thank you for your feedback, next time I work on a game I will prioritize what is necessary.