Hey, thanks! That means a lot coming from you. I follow you on YouTube what you do there is really cool!
thomasjammes
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Wow! Impressive XD thank you!
Well, it's not really 3D, it's a technique called sprite stacking. I’ll let you look into how it works, but basically it’s just a bunch of 2D sprites stacked together with a 1 pixel offset between each layer. pretty easy and really fun to do :)
Yeah, I noticed those bugs unfortunately a bit too late. Let’s just call them features then… ;)"
Wow! The animations are truly insane! Congratulations! This Metroidvania looks really promising. The gameplay is fluid, and the feedback seems great too. I would suggest being more demanding in the platforming sections. With invulnerability frames, it's easy to bypass many challenging parts. Maybe consider bringing the player back to the last "on-ground" point? Can't wait to see this on Steam :) Good luck!
The fact that you’re saying it takes too long to kill an enemy makes me think you might not be using the right approach. I’m having a hard time getting the gameplay concept across, especially since there’s a bug that allows enemies to be killed just by holding down the click button, which shouldn’t be possible.
I’ve created an explanatory slide about the gameplay and added it to the game page. Hopefully, that will clear things up! :)
Cool, glad you see potential in it! I really like your idea of an "intermediate dash"; it’s somewhat similar to a change I made after the end of the game jam. Now, the player has a bit of control over the character during the dash, allowing them to dodge around enemies with a "Curved Dash."
That said, I’ll definitely test your idea—it sounds interesting! :) I’ll post the debugged version with the new controls once the voting period is over.
The fact that the sword deals multiple hits if left on an enemy is a bug. That’s not how it’s supposed to be played. The goal isn’t to wait for the enemy to be killed before moving to the next one. The idea is to throw your sword behind the enemy, then move to find an angle with a direct line to your sword so you can dash to it and immediately chain another attack.
You’re definitely not supposed to wait. After all, it’s a speedrun game! :)
Thank you! No, there’s no way to avoid taking damage during a dash. The idea is to throw your sword behind the enemy and, once the sword is out, move your character to align a "direct line" to your sword so you can release and dash to it without taking damage. However, for enemies with only 1 HP left, you can click and release instantly, as they’ll be destroyed before you reach them.
I’m not sure if that’s very clear XD The gameplay isn’t polished yet, and there are still a lot of timing adjustments missing.