Great art!
Zahavi
Creator of
Recent community posts
Good game, but I'm having some trouble playing it. I think the game might be broken for me? Half of the time, a prompt appears to connect the sockets, the screen flashes with a bunch of sockets for a frame, and then I lose a charge instantly and it moves to the next game - which can end up being the socket mini game again.
Thankyou for the insightful review! The tutorial button is supposed to wheel on a graphic from the right side of the screen, but I forgot to scale the UI with screen size, so it might not show up on certain screens - sorry about that! The tutorial was made 13 minutes before the deadline!
Based on your feedback, here's what I'm thinking...
1 - Fix the tutorial
2 - Add obstacles with weakspots, encouraging a change in rotation
3 - I'm glad you liked the bounce power up! I won't change it - but I'll try to make the other options more appealing, adding more damage multiplier to strength and making the enlarge power up help deal more damage the further away an object is from you.
And to answer your question, the score is equal to how much experience you got. You get experience for swinging based off of the speed of your sword, dealing damage, and getting kills. I'll make the map regenerate resources in a future update to let you keep going!
Again, thankyou for your detailed feedback, I'll do my best to make it better!
Great sound design, and great sense of humor! Beat the full game and unlocked the golden room. It did have severe performance problems after the game has been running for a minute, and the cutscene took about 90 seconds to load, but besides that, this game is a memory seared into my mind for eternity.
Pretty good game, good use of theme and graphics! My only complaint is that the game is really easy, you can beat every wave by standing still and doing nothing. Enemies only deal damage to you when they enter your hitbox, so if you stand still you never take damage, and a full heal costs 10 in between waves.
Innovative! I love the controls, the concept, and the enemy attacks. Very well balanced, too! The best strategy I've found was taking out the catapults on the corners first and getting the attention of the archers on yourself - that way your army doesn't die since they can't dodge arrows like you can. Took me about 3 minutes to tear everything down [after a couple failed attempts, granted!]
Great game! I love the extra animations and crisp sprite art. You have some solid platforming, and I enjoyed the spell casting as well.
A couple issues: you can phase through enemy attacks by walking straight towards them, placing you behind their sword hitbox. The jump is a bit hard to control since you have to release the button as soon as you press it to avoid wasting levitation - which is harder to do with a higher frame rate.
This game didn't run very well - I have the same problem with my submission. Realtime lighting uses a lot of resources, so be careful how many objects are in your scene when using lighting and shadows! The more baked lighting you can do, the better.
Still a great submission, I can tell you put a lot of work into the platforming and light programming!
Solid work and good use of music themes. The fireball traveling speed is a bit slow, though.
Couple bugs: It is possible to shoot a fireball, and then walk in front of it since the projectile is slower than the player. When you do, you block its movement and make a permanent light source. This is also why sometimes fireballs don't work - collision with the player is enabled so they end up hitting the player as they spawn.
Second, the boss music played over top the normal music. I really liked both themes, but hearing both at the same time was a bit disorienting.
Thankyou! I'm not sure what could be causing the game to run slow . . . This was my first time using universal render pipeline for 2d effects, but if you have any knowledge to share on the issue I'd really appreciate it! Maybe I should reduce the resolution?
As for the black screens, you mean the black screens for when you press CTRL to blink, correct?
I plan on patching this game soon, please report any known bugs! Your help is greatly appreciated!
More levels and debugging coming soon . . .
[Hints]
[LV1]
The entity can't move while being observed. That means you and the security guard! In order to be observed, a creature does need light to see. Good luck!
[LV2]
There's a drone spectating part of the hallway through a transparent wall . . . Look around for a way to get to him!
[LV3]
The crawler works by the same rules - as long as someone can see him, he can't move. However, Entities don't cause each other to stall, so you have to help keep him safe! The crawler is stronger than the entity you're trying to break out! His ass will NOT win that fight.