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A jam submission

Asimov's BasiliskView game page

2D Sidescroller Dungeon-exploration Platformer/Shooter
Submitted by Tunamayo (@tunamayodev) — 2 days, 23 hours before the deadline
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Asimov's Basilisk's itch.io page

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Comments

Submitted

I guess you kinda improved on the game since last time you posted it in the thread, but only in some aspects.

The controls are still annoying, please just change J and L to Q and E already.

The "Restart from last checkpoint" doesn't seem to do anything except flicker the image between the game and the game over screen, I'm guessing you are just spawning the player straight where he died and if he died to a laser and he just gets stuck in an infinite death loop.

Speaking of lasers, please remove that leap of fate at the beginning.

You should make it so Z can skip all text, not only the intro.

You've got a nice gaimu here tho, just gotta fix it all up and it could be pretty good.

Developer

Thanks for playing!

I did add the savepoint but it's supposed to be activated at least once before the load checkpoint is usable and in my mistake, I put the only one at the gate console near the boss

Yeah, there's many things to fix and thanks for the feedbacks, appreciate it

speed up typewriter text!
cool ideas and art though. i'm not sure if i would mix combat with a gravity puzzle/exploration game.

Developer

Thanks for playing!

Yeah, I am still in the midst of adjusting the gameplay, it might change

Submitted

The core mechanics seem promising and I think a really good game can come out of it once some of the problems are addressed.

The player jumps/lands as if they were very light but walks and changes direction as if they were very heavy. Maybe adding some kind of fast-fall option in the air would make the movement feel a bit smoother while still letting the player fall slowly enough to use the world rotation in midair. 

I feel like ground acceleration should be improved. Turning around should be a little faster if not instant.  

minor nitpicks

  • Its a bit odd that holding a/d to move against a wall while falling causes the player to fall much slower. Not sure if that's intentional.
  • After dying to the first laser, starting from last checkpoint just temporarily flashes the game world and pulls open the menu again (maybe no one has ever managed to die that quickly before)
  • Navigating options in the menu seems to have a delay before another arrow key can be processed (presumably to prevent holding the button making the player instantly move to the end of the options list) This delay should be ignored if the player presses and then releases the button.
  • I think the player should be able to fast-forward through dialog from events the same way they can do so in the intro sequence.
  • It would be really nice to be able to change keybinds. Pressing b/g on the fly can be cumbersome
  • The player's gun projectiles blend in with the background. Maybe make them darker?

Grammar nazi stuff (ignore this if you don't care about grammar)

  • There's a lot of text in the game and I think it could use a little more proofreading
  • I'm not sure what happened, but most of the systems I can check or access from the command bridge is are* offline."
  • "I was attacked by the guard drones before you found me, so I think that is already be happening. "
  • "Ah there's one near to you right now still active,* but I can't command it."
Developer

Thanks for playing!

I did add the savepoint but it's supposed to be activated at least once before the load checkpoint is usable and in my mistake, I put the only one at the gate console near the boss, so that's why its not really working. Should have disabled the checkpoint button beforehand

Thanks for all the feedbacks I'll be fixing these bugs soon

>Its a bit odd that holding a/d to move against a wall while falling causes the player to fall much slower. Not sure if that's intentional.

This is unintentional, but I'll see what I can do about it, maybe I can add a wall jump

Submitted

The controls could use a bit of work. In particular, jumping felt totally pointless, since the character couldn't jump high enough to get anywhere.

The art is a bit inconsistent (anime profiles, vector UI, and pixel-art gameplay).

There are also a lot of bugs, as someone else pointed out.

It needs a lot of work, but I think something interesting could come out of this. Keep at it!

Developer

I realized the clashing artstyles and will be fixing them when I can.

Lots of stuff to fix but thanks for playing!

_
Developer(+1)

Thanks for playing, the live reaction is useful and I'll be fixing a lot of the issues soon!

Submitted(+1)

Too buggy.

got out of bounds by riding the elevator to the bottom floor

You can call the elevator to the floor you are on and the elevator will stop you for a while.

also the character is extremelly heavy

Developer (1 edit)

Oh right, sorry about that, the bottom floor is not complete yet, should have blocked it off.

Right, I currently programmed for the player to stop moving for elevator call

Yeah, the elevators is still pretty buggy and currently only works fine for going up to the top floor

thanks for the feedback!