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willyx39

22
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3
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A member registered Apr 21, 2025 · View creator page →

Creator of

Recent community posts

Thanks for playing!

Ah we hadn't thought about that, that's actually a great idea, thanks!

I like the concept and the artwork and sound design is great but my main nitpick is that the character is way too floaty.

A Hollow Knight style feel to the movement would elevate this a lot.

And as someone else said, the ledge grab is a bit too aggressive and sometimes doesn't allow you to just walk off a surface.

Honestly tho, this was good considering the time constraint!

Hey man thanks for playing and thanks for the feedback really appreciate it!

We opted to leave the exploding cube as the sole multi-hit attack to avoid scope creep but a sweep sword attack would be great 

(you're not the first to suggest it and honestly, I kind of want one myself when playing sometimes)

And yeah, if we end up turning this into a full game the impact frames will probably be tuned down a lot and only used sparingly,

especially since they only really work if you can only hit one enemy at a time. 

Hey! 

Thanks for playing, sadly Firefox based browsers have not been kind to us performance wise, but it seems to be a widespread Godot 3D WebGL export issue since I've had it happen with a lot of other Godot games I've tried.

The game feel is on point, super snappy and satisfying.

The pixel art is so good, couldn't get that far into the game cause I sucked at it but I really like the interpretation of the theme.

Hey! 

Thanks for playing and for the kind words!
Sadly, I think the leaderboard was down or bugged out and didn't register the score, it was a very last minute addition so it's a bit broken...

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Thanks for playing!

Multiplier is a bit obscure I give you that, I may add a section to the page but it's already long enough as it is ahaha.

Since there's not really a combo system (you only have 2 attacks really, the sword and the crates) the multiplier works like this:

Basically, the game keeps track of when you hit an enemy, killed an enemy and your movement speed.

Every action gives you a weighted score, and the result is normalized into steps (1x, 2x, 3x, 4x, 5x).

The multiplier also drains on a timer AND even more if you're moving slower than X speed.

You also lose a bit if you attack and miss (either sword miss or crate miss).

And of course, if you get hit it resets to 1x.

So really to keep a high multiplier you need to run around like a maniac and keep hitting enemies as much as you can.

I just picked the scary numbers, worked out for me.

Here I am thinking "oh this gives off Stanley Parable vibes" and I get a Stanley Parable rip-off joke in-game.

I loved it, nice self contained experience, and I was genuinely amused by the jokes.

The VA was top notch.

And knowing that the shader receptacle is an actual thing that does something and not just a meme makes it even funnier.

If I had to criticize anything its the weird shift → crouch binding, my muscle memory kept making me crouch when I wanted to move quicker.

If that was intentional then, hats off to you, you got me ahaha.

Interesting idea and nice interpretation of the theme.

I really enjoyed how you managed to introduce new elements organically even if the game is very short! 

Cool idea and super well executed, good work!

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This is nice! 

Reminds me of a mix between Enter the Gungeon and Hotline Miami!

A dodge roll would be pretty cool ngl.

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Thanks, glad you enjoyed it! 

We know the WebGL version sadly still doesn't run too well even after some optimizations we applied last minute, especially on Firefox based browsers (I tried playing it on Zen Browser, don't). 

Chromium browsers run a lot better, but I think it's just a limitation in how Godot handles shaders in WebGL.

Great concept!

Nice interpretation of the theme and both the artwork and music are incredible!

Honestly, incredible experience, top to bottom, loved it.

Hats off to you!

Ah there you go, that's what I get for not reading ahaha

Loved the pixel art and the concept, great job!

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I'm a sucker for space games, it's a nice little experience, maybe a little bit too much guidance but overall I enjoyed it! 

The only issue, like someone else said, I really had to get close to the keypad and valves in order to actually read the text.

Hey, other dev here, you just wack them with the sword or throw cubes at them, there’s a detailed explanation in the how to play section above.

Hey man! Thanks for playing! I watched your video and yeah some mechanics are a bit obscure atm, we skimped on some tutorial stuff to reach the deadline but the full game will probably include a more explainatory first round (or tutorial level) and more tooltips! The reason you kept dying "randomly" is because the character loses balance the more you get dizzy by moving (indicated by how distorted/blurry the screen gets and how dampened the audio gets unless you have the powerup!). You just need to stand still to regain control at the moment, we want to include more ways to regain balance in the full game tho.