I'm glad you enjoyed it! I made two types of healing, one to heal max hp loss and one to just heal hp, the max hp heal both costs more and doesn't heal a lot of HP as a way to make losing max hp more punishing so it was intentional, I'll look into increasing the speed but I intentionally made the player somewhat slow since I wanted to impose some minor survival horror vibes, nevertheless I appreciate the feedback!
YaBoiBrainz
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I appreciate the feedback and the kind words, the pickup that resembled stamina was intended to be similar to a heart piece, with one in each zone, and only after collecting them all would you get an extra stamina. Crashing on trying to exit the main house area absolutely wasn't intended and I'll be sure to fix that in a post-jam update along with the shadow enemies not despawning. The large gear door in the main hall was meant to be powered on by going through the final zone but, as the final zone is unreachable, that is not possible. The textures on the opening room flickering was most likely due to how I tried to circumvent godot's automatic collisions not working properly so I'll look into that as well. As for the boss HP, I was taking inspiration from classic Zelda where there aren't hp bars and you're more meant to get a sense of how far you are in the fight by the boss's routine but definitely didn't show it on the first one so I'll probably reduce his hp for a future build. Once again, thank you for playing, I really appreciate all your feedback!
Yeah, the issues you faced were on the coding end, I had forgotten to implement some code to check if the boss room was unlocked when the zone is first loaded as well as to check if the key was used, despite already having both of those variables set up in the save function, so unfortunately the only way through is to get the key and save before interacting with the door, other than that I'm glad you enjoyed the visuals and I appreciate the feedback!
Right away I was blown away by the opening cutscene, it just looks phenomenal and reminded me of the cutscenes from metal gear solid peace walker or the yakuza black panther games on psp. Unfortunately, I immediately hit a wall a few seconds in as I couldn't jump on controller or keyboard (I hadn't checked the game page and instinctually tried to use spacebar and WASD) once I got going though I could tell there's promise, though I did end up clipping through the wall and ended up getting stuck. other than making controls a little more clear in-game and fixing the clipping, I also feel like there could be a bit more feedback when you're attacking and being hit by enemies, Keep at it!






