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I've been trying to playthis game but haven't been able to run it properly for reasons I can't really explain. When I run the file from the zip, it only shows about a quarter of the screen (the top left), and when I run it from the exe it shrinks the screen to about a quarter of my screen size and even though I can hit the start new game button, it doesn't let me control the character.

I'm going to try it from another computer after the weekend, but thought maybe you might have some insight into what's happening or know if it's happened to anyone else. =/

That's bad T_T.

It seems is a resolution problem, the game has a native resolution of 640x360, maybe that cause errors in your case. Windowed mode could fix that error you can activate it from options.

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Thanks for the answer, that fixed it, thanks! Honestly I'm super impressed you even included that option...

Anyway, I'll give it a playthrough later in the day and leave a real review.

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Wow, a very difficult game! I was unable to make it past the Oni. Anyway, I've been a fan of this slowing down mechanic since Megaman 11, so I was happy to see it used here. Landing on the arrows is a really cool idea and very thematically appropriate. The controls were generally easy enough to control, my jumps were controllable and my character moved at a good speed. The music was also nice and picked up in intensity at the right moments.

Some feedback:

- Checkpoints please. It was a nice touch to unlock a shortcut to the boss, but the run back was still a bit annoying, especially with that big hole you have to fall down and climb back out of (where the sword is found). I really wanted the lady who talked about her onsen to offer me a checkpoint then and there.

- The game needs iFrames. The amount of times that I got knocked between arrows and spikes in rapid succession or bounced between oni boulders was pretty frustrating. 

- A nice UI touch would be to put some sort of indicator closer to the player to show how much longer they have on the time slowdown. A bar abov ethe head like in Megaman might not be the most appropriate, but I didn't really want to look up at the top left of the screen while focusing on whatever I was slowing down time for. The time slowdown also felt like it depleted very quickly, I think a little bit more leeway would have been nice. It looks like it can be upgraded to more bars later, but I never made it to that point. :(

Overall I think it's a really cool concept and the theme is a fun one to explore. There are a lot of neat little touches here too, like arrows sticking into the walls. If you're going to continue it I'd focus on ramping up the difficulty slowly rather than going full speed ahead with it, but I'd be happy to give a future version another play. Nicely done!

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I read other people's comments, then went back and found the unlocked onsen and the two trial areas. I thought the trial areas were really fun, especially with the check point so close. It kinds of reinforces one of the comments another player gave that this game feels more appropriately like a Celeste-style game, a series of rooms each of which is its own challenge that need to be overcome in sequence. But yeah, with the trials done and the extra enegy under my belt, I was able to go back down and defeat the Oni. Good times!

I didn't add iframes to  let the player be damaged with multiple damage sources, maybe in a future i add some ability like a roll or a dash that has them.

Yeah, UI is my weak point, i will work on it for my next projects.


Thanks for the feedback!

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Oh, this may have been misleading - by iframes here, I meant a brief invulnerability period after taking damage. As is, I can take damage multiple times in quick succession. Most games will give the player a small window of time to receover after taking damage. This goes a long way towards making the game feel more fair.