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.
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.
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.
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.
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.