I'm sorry to hear that, I didn't know that it was possible to get stuck it is a bug :(.
but thanks for the feedback.
vkaike2
Creator of
Recent community posts
Hey, that's a great game, I will try to give you my feedback as a player and as a game dev, I hope that it could help you someway.
As a Player:
That's a great game, my main game at moment is Path of exile, and I literally loved the combat animation and how it is fluid, when u hit the enemy I really feel the damage.
Idk you this is just a study or a demo for a bigger game, but if you make this game bigger and more complex somehow I will buy it 100%.
As a Game Dev:
The movement feels like I'm walking on ice, if I'm gound right and suddenly turn left I can feel that the player has to turn the velocity gradually goes to 0 and turns to the other side.
Will be cool if you couldn't wall in the clay pots, the art feels inconsistent when I'm walking above it, basically, after that, I started to have a doubt about the walls.
There's no difference between the monsters, I mean, the bat could be faster or have a dash ability, the ghosts could walk through walls, this kind of stuff.
I can interrupt the boss attack, which turns the battle way easy, I can just attack brainless all the time, will be cool if I had to use my roll to dodge something.
Yep, I had a problem timing the notes to the music, that was a programming problem, I did it in a way that the environment changes the delay for each note, for example in a WEBGL build will display differently than an EXE for example, I could do this in a better way now but I did not have the time to fix during the jam.
And about the RPG element, will be cool if we add some specific notes in the music that uses some skill, or some other instrument to give the choice between attack and defense, idk something like that.
But thanks anyway, your comment means a lot.












