Lore accurate pebble year.
vengill
Creator of
Recent community posts
Interesting game. Died once vs all Advent. Just by reading comments learned that dash exists, lol. Don't know what purpose jump serves. Was clicking like crazy on final stage and died after that menu appeared really quick and I clicked on return to main menu :( Unfortunately there is no options to choose chapters. I would like to have more abilities to use or other weapons. Mby upgrade that allow you to dual wield guns for better fire rate if you collect something or find a secret. Overall, very good.
Thank you for playing. In development I tested the game only with keyboard and mouse, so this is a viable option. I added controller support only in last minute. Tip for completion you can run throw all maps to level end trigger ignoring all enemies, except level 3 because there is boss in the end. But you still can run to the boss to trigger checkpoint. Then die to reset enemies and fight with a boss normally.
Thank for playing.
In all levels I tried to make the goal just to go forward and a little bit of red crystals to help navigate.
Since you are not supposed to skip enemies being bombarded with projectiles is sort of punishment. And I thought it's kinda funny)
For the boss 5 tries is not many. You did great. Trying to dodge wave and beam is a mistake but it is possible. Everything parryable and blockable so when you hear the sound cue when Immerred says something just block and you will be safe.
Fun fact you can't jump over the wave... So maybe it was a little misleading.
Thank for feedback. I agree with it. But not enemies losing aggro and projectiles became sort of punishment for aggro the enemies and not killing them. so it became intended, lol.
Interesting concept. I think i found a bug where if you just keep building a tower of pebbles by dropping them on each other. Each pebble will have more and more gap between them. Also this is the easiest way to climb. You basically create your own stairs and don't care about anything else. You even can place a block on the same block you standing but little bit to the side. I don't think this is intended.
It worked on 3rd try with all points in attack. It is good start but need more... of everything. I think game would feel nice with some movement improvement. Enemy move kinda rapid and unpredictable what make really hard to fight. Best method to fight was stand on 1 place and rotate toward the enemy when they come close and then rush the boss hoping you kill it faster then die.
Thank you for playing and for so detailed review.
About the boss. I understand what you are talking about, mostly. I would say that Sekiro bosses also ignore your attacks, and do whatever they want most of the time. It feels better in Sekiro cuz there is "fixed" distance between you and the boss, that when you got hit you get pushed on length for next boss hit and when you hit boss get pushed. This aspect I completely forgot and, to be honest, had no time to focus. Another mistake that I made enemy parry drop your stamina bar very fast. You can't really adapt to it. And attack animations that I have very fast, almost without a build up. Unfortunately, I don't have skill and tech to make unique animations that will be more suitable for this kinda game.
Immerred can't deal damage to you when you parry her tho. When she hit you, doesn't matter if you block/dodge/parry/received it this attack sequence goes into timeout until animation reaches a frame where this resets. You can argue that resets happened very often but you are 100% can parry all the attacks.
I 100% failed with Otomo wave attack. I didn't manage to sync VFX and collision. It can be parried tho. I thought that sound cue when Immerred says "For Justice" would be enough to parry. It seems music little loud and people just don't notice it.
About level design. In second level particularly I put most work. There several paths to complete this level. Some path include ridiculous amount of enemies but it was done with purpose to show the player don't go that way. It's a bad way. About bullet hell, I decided it's funny if you ignore everybody, so i just left it be :D
Bugs that you mentioned, I tracked them but I was a little bit burned out to fix them in the grace period. My bad. I don't know if I will support game post Jam. I have other long term project that I want to focus more.
I didn't finish. I almost ended water(?) area but then i died after digging for a while and quit. I think would be better to make swings faster but reduce the damage if you want to keep pacing. Wait each swing is boring. In Minecraft for example you hit relatively fast but your dmg is low. It more interesting then wait almost a second at the beginning. Signs also a nice touch.
Thanks for playing. I mean dodge bosses attacks not intended but dodge is there so you used the tool that I gave you, good job. And parry would be less soulslike and dodging is more :)
You probably the first who actually used stealth kills. People usually just run past all enemies, lol. I tried design levels for player to able to sneak through most part. I will tell you secret. Some Otomos have broken AI for some reason so they will never chase you.
I want to add more skills. But there was no time. So no charged attack or some other special skills :(
Thank you for playing. Clear it in sub 5 minutes very impresive. It pobably faster then my record, lol.
Combat: Yeah my main problem in game design right now is feedback after you hit something. Parry pushing you back a bit in Sekiro good observation. I need to think about it.
Otomo: Understandable not to fight them. Unfortunately I didn't have time to make any character progression. It probably cuz I literally made all their moves it quite easy to parry. Little hint in pause menu there is "To last checkpoint" button. You can reset Otomo aggro fast with it.
Boss: Otomo at the end can be misleading. I didn't fix that you can lock on to him and other rudimental UI like you can finish hit him which does nothing to him, lol.
Platforming: This level actually have 2 different routes. After the broken clock at the beginning you can go left or go right. Left is longer with more platforming. Right more enemies less platforming. I tried make game a little bit similar to Dishonored in term of vibes.
Other: We love spam dodges. Initially dodge had delay before you could start running again and has smaller distance coverage. So I didn't bother about it. After some feedback I decided make it more useful. So dodge being so fast is half intended.
Overall: Thanks again for playing and for speedrunning too! Boss logic very simple, almost the same as Otomos. She have several attack to choose from. Some attacks she need specific distance to use. Every attacks have chance to be chosen. After that they small cooldown. If attacks was not chosen or they on cooldown then strafe walk a little bit. When player start attacking her, she have 20% chance to use parry.
