I will likely try it again today, it would be nice to see how it ends and to know that I was able to beat it. Good to know on the R thing, thanks for the tip. Maybe if I was better at reading that would have made sense, since you clearly put that in your controls. I guess it just didn't quite click for me the first time around
TetriTek
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Fun little game, and for some reason I was a big fan of the bouncy walking animation. Maybe the music added to that charm as well. It's already pretty late but I think I'll check this out again tomorrow and see if I can beat it, it looks like you packed quite a bit in here in just 2 weeks, very impressive!
Thanks, yeah time constraints really put a hinderance on that. I had several plans for how to make the deck more balanced like giving you less at the beginning and having you win cards after defeating a boss, and collecting some form of currency or material that you could exchange for other cards at the shop. Not to mention the enemies were supposed to have strengths and weaknesses, but I wasn't able to implement that part in time. Thank you for giving it a shot and I'm glad you were able to finish it
Very interesting game and concept. It really reminds me of a game I played once called Minit I believe. Fun little puzzles and a cool idea. One problem I was having was with the teleporter, the first time I tried to use it, it was just no longer in my possession, and the second time when it did work on the # pillar, my only option after that seemed to be to wait for the next round because I couldn't return the way I came. While not game breaking, I didn't like having to just wait for my fate. Didn't quite finish the game, but I may return to it to see if I can at some point. All in all it seems like a pretty well put together game.
That was pretty neat, I had quite a bit of good old frustrating fun. Definitely reminded me of the good old days of games like Megaman and Metroid and how they were difficult, but felt good to progress in. I liked the damage and life mechanics too. I ended up surviving things because I caught my head, as well as really show that boss what for at the end eventually with a serious combo. Great game overall, I almost thought there was going to be more (and secretly was hoping it was so)
That was definitely unique and fun, I like the idea and it was done pretty well here. A few things I can think of are making it more obvious when an enemy is hurt, currently it was difficult to know if the skeletons were even taking damage or not since they took so long. Ghosts would also sometimes wiggle back and forth, could just check if they're close enough so they don't reach a center line and have a small fit. Other than that, this was well done, and I liked it. Music was nice and catchy and nostalgic in a way, great job!
That was definitely unique and fun, I like the idea and it was done pretty well here. A few things I can think of are making it more obvious when an enemy is hurt, currently it was difficult to know if the skeletons were even taking damage or not since they took so long. Ghosts would also sometimes wiggle back and forth, could just check if they're close enough so they don't reach a center line and have a small fit. Other than that, this was well done, and I liked it. Music was nice and catchy and nostalgic in a way, great job!
Thank you very much! And I agree, the minimap needs to be reworked, it reduced the gameplay to a 30x30 pixel area unfortunately. Great ideas on the traps and or spooky hidden things, I could try and find a way to incorporate those in to make it more fun. Thanks for playing and I'm glad you liked what you saw!
Interesting game, it does bring me way back to good old days of simpler games. Great job getting something playable that looks done at first glance, I especially liked the volume and contrast idea. The controls were definitely very interesting, if I could make a suggestion, personally I like using WSAD and the numpad as well, but I use numbers 4,5, and 6 if needed, it was hard to keep my hand where I felt I needed it when they were on the others. That being said, it wasn't really a problem so just something to consider. I must have picked the slowest guy on there, but increasing your movement speed over time somehow would definitely be a plus, and would help feel like there's some progression.
I liked the sounds, and the graphics, one thing that did seem strange was the grabbing part, but I don't have any suggestions on how you could alter that. All in all great work for just a one person team, it can be challenging, but very rewarding. Keep up the great work!
I've noticed that seems to be how I played it too. I feel like it's necessary to have, but maybe I could find a better way to implement it. Maybe you can only look at it when you pause, and then close it to walk around. Thanks for giving it a try and for the kind words, I'll check yours out when I have a chance!
that's a good idea, and my friend also suggested moving the minimap. I considered maybe making it so you had to pull it up with a menu in the middle of the screen, but haven't decided. Adding more sounds and other things could be fun too! Thanks for giving it a shot, I'll check out your game when I get home!
The colors in my code and my pixel aren't don't quite match exactly, I'm generating the color using the same RGB values, but they seem to be slightly off. This affects the text in my game mostly, is that going to be an issue? They are still supposed to be the same color, and it's not being used to create any effects with more colors, just occasionally is noticeable.