I agree that the player needs a tool or more to make play interesting: it's basically - do I want to do damage or heal myself - and where do I want to be when I do that.
Appreciate the feedback. Thanks so much for playing!
Poor Gerald, how's a Dolphin supposed to making a living?
This was fun. I particularly liked that there was a parry window upgrade as my timing in fighting games isn't amazing. I found that using that and the parry-heal upgrade worked well.
When I broke the seal I couldn't see it: I just got the prompt to do it. Also a nice to have would be to have the movement logic so that you could slide along the wall instead of getting stuck on it.
Good work! I enjoyed my time with this.
Let's ride!
The particle effects are off the chain! I had fun with this.
I think the only thing I'd change is some kind of distinct/more-urgent "you got hit" sound effect: I was frequently focused on all of the things coming from the right hand side of the screen that I wouldn't monitor my health.
The graphics are great. The wheelie effect is fun. The 'rides-off-into-the-sunset' animation at the end is satifying.
Good work, as always!
I will come back to this. The gold circle taunts me, but I lack the reflexes to acquire it.
I think this is very good.
Right now the only thing I want is somewhere where I can work on the skill that I need to develop to not-touch-the-ceiling at the very end.
Everything is spot on here: you just need someone who is good at these kind of games to play it. My swear jar is full of money right now. ;)
I think the atmosphere and name sacrificing components of this are wonderful.
I struggled quite a bit with the enemies in the second room. Making the collision rectangles smaller to give players like me an opportunity to get by. Another example of this is the the keyed door: if the player collision wasn't quite as big it would feel better getting through the door.
I did like the sound effects for for the enemies. Lots fun to unlock here!
I used the button for my UI in my latest gamejam game. Thanks! (https://xedindustries.itch.io/cthoodles-noodles)
The detail on this is amazing. I used him as a main character for my gamejam game. Thanks! (https://xedindustries.itch.io/cthoodles-noodles)
These are excellent. I used them in my latest gamejam game. Thanks so much! (https://xedindustries.itch.io/cthoodles-noodles)
These are great! I used the noodles in my gamejam intro and cover art. Thanks! (https://xedindustries.itch.io/cthoodles-noodles)
These are great! I used the spinning purple flame in my latest gamejam entry. (https://xedindustries.itch.io/cthoodles-noodles)
Love this! Used it in my latest gamejam game. Thanks! (https://xedindustries.itch.io/cthoodles-noodles)
Outcome favorable! (after finally cracking the code)
I see in the comments that there's a disable-timer. Toward the end I would have liked that. I did complete it using only the timer mode, but felt a little rushed for time. Because of the way the core mechanic works, if you haven't seen the screen before: you need to have some way to recall the differences. Solving later riddles potentially requires more playthroughs with the timer on.
The SFX, graphics, code, and everything are on-point! Fantastic job, as always!
I think this is a fun game idea.
The way the levels are generated, I think, should be looked at: there were basically arrangements that couldn't be won. (sometimes an enemy was in front of me in a long corridor with no alternative route, one time the key was so far from the door I couldn't make it to the key and the door even without the monsters) SFX would be another good add.
I did get a win: scored 695. Nice job!