Anyone dumpster diving? Here’s a few post-mortis notes we’d love for you to check out.
We’ve gambled on a core gimmick with the combat that we thought would have been easy to pick up on from enemy interactions. Your strike has invincibility and pushes you forward, making you pass through projectiles and enemies with ease. It kills in one hit and doubles as a defensive tool, so we thought a second of delay was generous enough, which seem to have been understood from our couple of testers and friends that played it.
The pieces were there, but the judges didn’t put it together, which is still our fault as game designers for not making it clearer. We didn’t want to be on the nose, but it should have been easely understood and better comunicated to the player some other way, especially since it is an essential part of the combat of this game.
With that said, I hope more people can give this game another chance someday. it’s a little tough but we didn’t mean to make it a hard and frustrating shitpost. Just a spicy enough to challenge you with some fun hidden eggs to discover while playing around with the idea of what unusual things games can do when they’re broken. We’ve made all models, animations, music, sound effects, and scripts on our own and we had a lot of fun making this. And we appreciate the little feedback since we posted this.
And don’t be scared of the boss. It takes only 3 hits to go down and each shot has a rhythmic sound cue to pick up on.
If you’ve played this already, give it another go. You can skip the prologue by just jumping out the window like Prince Charming in Cinderella III. In fact, there are a couple other funny interactions during that part of the game.