Excellent concept and execution. I would absolutely love an expanded version of this game (more levels, more novelites/novelknights). Very cool!
VeldVideoGames
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I really wanted to like this game but it was one of those things where I really lost enjoyment after so many tries. The hitbox is just a little too unforgiving. I get that its by design but the game crossed into 'wasting my time' kind of gaming. Also the music is way too loud with no way to adjust. With that said, the game concept as a whole is really good and cute graphics to boot.
I totally dig the idea, but it feels a touch undercooked. I do get where you were going though, and I would love to see this concept really fleshed out. Like as of now, losing time just causes a reset, but nothing really is at stake, nor is there real motivation to collect the clocks; I'm interested what you had in mind. Either way this was a solid build that I did enjoy. The Kronii sprite animation is silk.
I will accept fault for the insta-deaths. I failed to implement i-frames that were sorely needed. The way it's suppose to work is that if you take damage again while still under "Danger" on your health, you die regardless of health left. Problem is, for beam weapons if you didn't leave the hitbox before the next frame, it registers another hit. So hence beams can literally instakill in two frames when I didn't intend it to. This doesn't happen to regular bullets since bullets self-remove right after dealing damage. Sadly I only figured this out AFTER the grace period.
The blank spots before the bosses were meant for a little "Warning: Anomaly incoming" graphic thing that I had planned, but didn't get to implement on time, among many other things.
Thank you for checking the game out though!
Putting Dig mouse click WITH direction is a seriously horrible flaw. Multiple times I would dig down because my cursor was just a pixel too low (despite holding Left/Right) and softlock myself. I wanted to really like this game but the ability to lose tons of progress because of a cursor slip is not forgivable. The art style is very good though.
Honestly not bad for a first platformer, great excuse for the dialogue. Like the others mentioned, the floatiness doesn't help, but I managed to clear the game nonetheless. I will say, the 'running ramp jump' could make for a good mechanic with some tweaking. Something to think about if you choose to continue this project.
I'm not gonna lie to you, the Browser version was basically an afterthought, I added it during the grace period just to increase accessibility (glad I did, there was another Godot bug I didn't know about before). I use Brave for my dev accounts so I didn't even notice the CTRL+W problem. I'll likely rebind Special to F when the jam ends. Thanks for checking it out!

