Thanks for playing! The walls disappearing when you throw a TV into it, is intentional
Thulko
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The jetpack sound is a little loud (probably needs a tweak). I like the voiced sound effects though. Good infinite runner game. Not sure the camera snapping to the new lane position is necessary, seems a bit jarring. I will say that the flying skeletons are a bit difficult to tell which lane they are in (since they fly above it) maybe a large shadow below them could help indicate the lane they are in.
Thank you for playing, The objective of the game is just to escape the maze. there is no time limit but the sky darkens quickly. The idea I had was for the candy to be able to placed as markers for the player to decide how to use, but I think they are a bit too scarce to be used that way effectively. Some other objects placed in the maze could of helped to remind the player where they have already visited, good idea.
Nice game, but needs a few tweaks.
Some things I'd change or add.
I'd rather just hold mouse down to fire every chance I get. click spam games are a not ideal imo. The coin count not updating immediately after you buy an upgrade (updates after exiting shop. Prevent the player from walking off the map. Since the play area is so small, lock the camera in a position that allows the player to see the whole scene. running between the shop and the spawner just to find there are a mountain of enemies lol. I think the enemies should not collide with one another, otherwise they can push on eachother when they spawn (one of them landed on my head lol) Oh and the music turns off when you open the shop and never turns back on :(
Very interesting game idea! I tried to change the mic sensitivity settings in the menu but wasn't sure if anything was actually changing. I think the game should display how many logs you have currently because since the game is so dark and there is no feedback (like a sound effect) when you pickup a log, I probably backed into one without even realizing it. Speaking up doesn't light up very far and its only for a moment.
Some things I would change or add.
I would change the volume of the monster's footstep to be based on how far away it is from the player. I noticed the screen shakes does this already, which is great! I would also stop the sound and the screen shake when the monster stands still. The torch fire is constantly in the way when you move to the right, I found myself always strafing to the left to avoid it blocking my vision, not sure how to avoid that but wanted to mention it is a bit of an annoyance.
Infinite runner with a twist of throwing items sounds interesting but unfortunately there are some game breaking bugs. not sure how the score is handled, but I tried to throw items left and right and wasn't sure it was working. once i threw some candy, the newly spawned candy would fall through the road immediately so I could really only try to throw once or twice per playthrough. a restart button would be a nice addition to your menu. There seems to be 5 lanes but I can only access 3 of them.
Nice game! inventory is great! I liked the little quests and dialogue. Wasn't sure about the instructions that were given in terms of direction. No way to indicate North/East/South/West. had to watch the video to find the shovel, apparently I missed it the first time. Got the yoyo and went to town on the skeletons but I wasn't able to find the tome unfortunately :(
I think the controls could use some tweaking. I found it difficult to aim when attacking, I was constantly re-adjusting by running away from the skeletons just to get my aim right. I noticed there was some sort of zoom in when watching the trailer, but never got it working myself, Tab key didn't seem to do anything.
Health bar is missing, would be nice to know how much damage the skeletons are doing. Oh and I would add a way to stop the player from running off the edge of the map.
Awesome job! Great atmosphere, art, and sound design! I didn't finish the game yet (though I'm trying lol) but I think I get the general idea. I initially tried playing the web build but was having some mouse issues as well as crouching and sprinting was causing me issues because browser commands were getting triggered, so I tried the windows version. only issue I had was some rooms had pink textures (like the water room was all pink)
As for controls, not a fan of having to press A/D to slowly look left or slowly look right. Moving by objects can cause the player to get stuck on them, which with the A/D turn can be annoying.
Tried shooting the apprentice with the gun, didn't seem to slow him down so I'm not sure what purpose the gun has. While running away from the apprentice, I noticed him get stuck in an attack loop that caused him to not move close enough to me. so I watched while he swung the knife a bit lol. Reloading seems to waste previously loaded ammo. Twice all doors in starter room were locked and I could find no keys. The gameplay can be a bit slow with all the waiting for the apprentice to move out of the room, i think the apprentice rarely moved more than 1 room away. Restarting is a bit slow with all the menus. Couldn't find a way to put equipped item away, sometimes it gets in the way.

Thanks for playing, and giving feedback! the maze SHOULD be procedurally generated (assuming I fixed that bug) I did feel like it was missing some sort of agency as well, something a monster chasing the player would help with. or at the very least some sort of creature that the player has to deal with. I originally was thinking of making some sort of bat enemy but ran out of time :/ The TVs can actually be picked up by interacting (E) with them, and can be thrown, and destroy the walls, creating sort of a shortcut. The maze is square and only so large so breaking through some walls can allow you to escape much faster. But that feature isn't entirely obvious, so I need to work on that. I originally thought of the candy as a sort of breadcrumb that the player can use to mark where they have or haven't gone, but I think I need more candy for that.
Art looks nice and music is good, but I did feel a little confused during gameplay. Hard to know when an enemy will shoot or not, so I'm just shooting at every target at least once per round. Bug i found, when the game ends and the screen moves upward, the player can still shoot and it slows down the transition. I'd just make it more clear which targets are going to shoot at you since you obviously cant shoot at all 9 without reloading. or maybe make reloading faster? A little more visual feedback is always nice.
I feel like the default values gave me a 3 star win most of the time, is there a 1/2/3 star ranking? I just assume that was what it was. if so maybe the rank thresholds need to some tweaking to incentivize making faster setups. The game looks great though and I do like the idea of puzzles made of train tracks with timing/speed. One thing I'd love to see would be a way to select which level to play.
I'd Change the controls to something a bit more comfortable. I personally think mouse and keyboard is not great for platformers. something like Z Jump, X Attack, C Dash, and arrow keys to move/aim. The alt key is just very awkward to press when your fingers are already resting on WASD and space. The game needs something to do other than simply surviving.
Man, I must have failed like 20+ times before realizing all I need to do to survive was hit the spacebar at the right time and I could completely ignore the red and blue notes. I've read what some folks have said and I'd have to agree Vertical note movement would of been easier to pay attention to. Nice game once you realize how to play but man, why not have the keys for red and blue be next to each other? very awkward finger placement.
PS. is there a way to restart the game besides just relaunching it?






