Similar to what others said, music could make the game really good. The art style is pretty good already though. The physics systems is a bit jank or wonky so it was difficult to make more elaborate structures (which I think would be interesting) forcing me to either stack the same elements on each other or spam an object button. I think some incentive to not have that many items could force the player to be a bit more creative. More variety of shapes could also help.
Takago
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The atmosphere here was really good. Especially the music choice which perfectly fit the vibes. Though I do think that there wasn't much incentive to kill the enemies and the speed of the lava discouraged killing them so players may not get to interact with a part of your game. But even without that part, it was fun to run away. There were also a lot of leap of faith moments and one tight annoying section near the end.
Thank you for playing the game! Cloud enemies aren't really supposed to kill you. They're just supposed to circle you so I fixed that bug. (But it's pretty cool you survived until 4 with that bug). I do agree that the bug is kind of interesting and would make for a good secret strategy. It is however slightly boring and unbalanced so I made it so you can only do 2 times then it won't work. Thank you so much for the feedback!
Mellow Morning
R1N14:17
10-12-2022C0L0H0I0Q0M0S0K0T0.04,0.29,0.56,1.62,1.84,2.09,3.95,4.2,4.44,5.55,5.79,6.04T1.02,2.89,4.93,7.02I1Q0M0S0K0T0.02,0.53,1T0.29,0.76,5.57T1.58,3.42T2.55I2Q0M0S0K0T0.02,5.88T1.62,3.64T0,2.6I3Q0M0S0K0T4.86T5.95T7.01T0.04I4Q0M0S0K0T0,2.4T1.42T2.38,3.44T0,1.4I5Q0M0S0K0T0.04,0.93,1.91,2.95,4.93,5.99T3.93,7.06
This was a really fun game! I really like the graphics and I also liked how this game was trying to center around the consumable spells. Though it would be helpful if you had a map or there were memorable landmarks throughout a level so it can be easier to navigate. Some spells were also kind of useless such as the arcane spell and blink. The combat could have been also better if it was more strategic. It would be really cool to see an expanded version of this game.
The thermometer is red and the number is a positive number if it's hot and the thermometer is blue and a negative number if it is cold. Once you use all you cards, you can end turn (press c) to let the enemy do their turn and so that you can get some new cards. Though thanks for the ton of feedback!
It is intended to be really random and sometimes give you just a few damage cards since you can invert cards anyways so you can flip a healing card to become an attacking card. There should be a guide below if you don't know what will happen if you invert the card. Maybe reading the tutorial could help. It should be quite easy to control the RNG but it's RNG so... You know.
This is a really great game! It's very chaotic and the concept is also interesting. It has lots of potential and it would be nice to see the game expanded. Though the game is quite difficult. After Day 1, I always at least lost 1 life and at Day 6, I kept on replaying I never won. Still good either which way.
Grace jumping also known commonly as coyote jumping is when you go of the platform and jump even when not touching the ground which is normally intended by the developer. As for 1300m, it depends whether you consider doing a grace jump after a dash allowed or not. If you don't, you would do it as intended by jumping up to the first balloon, dashing diagonally and so on since there's no solution to avoiding jumping in 1300m. If you consider it to be allowed, follow the video posted by Parchment. If you still don't understand, you can search up the celeste classic glossary which might explain it better.
Since I found this challenge fun I decided to do the strawberries also.
1 Jumps in 400m (Use Speedrun Strats)
3 Jumps in 700m (Use the regained dash from the berry so you won't have to jump again off the cloud)
1 Jumps in 1400m (Use spike clip)
Here are some ways to avoid jumping in Old Site and 1300m (I did a spike clip there like what Parchment did though no need to change polarity):
Also while routing this, I found another way to do 1500m:
Wow... I was thinking also of doing spike jumps in 1100 but it was kinda tricky so I wasn't able to make sure if it was possible. I also wasn't able to do 2300 without a jump because I couldn't really do the trick you did so I also couldn't make sure it was possible. For 1800 I didn't think of that. I was thinking from the cloud up to the balloon by spike jump. Didn't think of that way. 2600, I did not watch any gemskips of the original I didn't know that strat. But anyways that's really cool to see that you can still do the whole game with one jump without doing grace jumps after a dash.
Umm... I kinda feel that grace jumping after a dash is like a ground jump because the reason why you can do that is because I think it still considers your on the ground. Though that's why I decided to reroute the whole thing but now grace jumping after a dash is a jump (also I think it should be called beating the game in blank amount of ground jumps and not jumps since there's jump in wall jump but oh well). Since you can't grace jump out of a dash anymore, what you can do is wall jump of the floor instead of ground jumping of the ground like this which is what like what Parchment did in 500m. Most of the time this is the solution:
If you can't wall jump of the floor you can just dash. Since I can't spam this whole posts with my GIFs, I skipped showing levels that either is the same to what Parchment did (400m) or levels that can easily be routed using the method of just wall jumping of the floor. I will also add GIFs of levels that can be way easier than Parchment showed. I will just add text descriptions for some levels if they are easy to explain in words. A few more other things to note a spike's hitbox is smaller than it looks (900m and 1500m) and you can actually be quick enough to wall jump off a breakable block you stepped on (1000m and 2800m)...
In order: 200m, 300m, 500m, 600m, (For 700m, just do it normally but dash instead of jump no need to cloud jump), (For 1100m, you can wall jump of the breakable block, get to the higher place to wall jump then stall for the cloud like in 600m), 1500m, 1900m (No need to spike clip), 2400m, 2700m
Sorry if there is so much GIFs... For this run, you need 6 jumps. One in 1100m when jumping off the cloud in the most left side where you don't have much height by just jumping, one in1300m when reaching for the first balloon, one in 1700m, the same situation with Parchment, one in 1800m jumping from the cloud to the balloon or the floor to the balloon, one in 2300m and one in 2600m when jumping up above the spikes since you don't have enough height. It was fun routing all of this. Obviously you need more jumps but hey...