A sweet love story about space and time. The visuals and music compliment each other well. Love it!
Matthew Muller
Creator of
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I love the concept and the mechanics were fun. Once I understood how they could be chained together it was immensely satisfying. However I can't help but feel it felt unforgiving in unfair ways. For example the hitbox on the coin being very small and launchpads not always exploding unless you hit them just right. My suggestion would be to make the hitboxes more forgiving so that you can increase the difficulty of the levels as the game progresses.
I want to see more of this!
Great game, really well done! I found the chat boxes were often obscuring the gameplay a bit but really not a major issue. Maybe make them slightly transparent by reducing their image alpha. I liked that I had to actually read info on the computers to find the codes for the locked doors and that the game didn't stop to let me do it. It made 'hacking' the computers carry a sense of tense urgency. Keep it up!
Had a great time playing this! Thank you for sharing. Defeating enemies was satisfying and I felt like the sword carried weight. If I were to offer some constructive feedback, it'd be that when the character is falling, you can't see what's underneath them. Especially considering the rock golems seem to track you, it makes platforming very difficult when moving in a downward trajectory.
Great work!
This was really fun! Thank you for sharing. Except for the comments already made about the spikes, only constructive criticism I'd like to offer is that once the player runs out of mana they're stuck. At least it appears that way? Unless they happen to make it back to one of those rooms that refill it but at that point it's quicker to kill yourself and start again. It might be an idea to include some form of weaker attack the player could perform to kill enemies and farm the resources required to make mana potions. All that said, thoroughly enjoyed it.
Thank you for your feedback! Unfortunately, you'd be correct to say that I didn't have time to fully finish. I had to make quite a few cuts to get it done in time and didn't give the game any playtesting.
It's intended that death comes quickly in the game and that the progress/power ups of a normal metroidvania are less so static abilities and more the players understanding of how different ingredients interact with each other. I'll probably need to do a better job at conveying that though as certain death isn't what I was going for haha
The alchemy system works quite similar to the inventory. I used an array that stored what ingredients had been tossed into the brew stand in combination with boolean variables for the different ingredients. Once the array was full, it would loop through the array and assign a true value to whatever ingredients it found within. Once complete, there was a bunch of 'if (blue && red){ //potionOutput = blueRedPotionPickup}" to see what those ingredients made. Then it was as simple as instantiating the potion pick up.
There's potential for a really fun game here but it's currently overshadowed by some easy fixes. I'd like it if the shoot button wasn't left click but something like space bar as it feels a little strange using the mouse without being able to aim. The ship also feels more like an incredibly grippy car than a space ship so maybe let it float a little more as at the moment it feels a little hard to control. However, all that said, it's a fun game and the presentation of the idea is top notch - feels very polished. Good job.