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(1 edit) (+1)

Hey, was really interesting to play!

I haven't beaten it yet, I've gotten to the falling spikes part and kept dying. Part of why I think that part is very tough is that the collision box for the player seems to be a few pixels wider than the player sprite, thus making it tough to judge. For example, I could be on the edge of a platform but it looks like the character is floating next to it.
On my last play-through, I got stuck where the snake and heart are under the stairs, but I see you're aware of that soft-lock.
Lastly, there were a few times when I would kill an enemy, and they would explode but I would still take damage after the fact. I'm assuming that this is because when the die their sprite animation changes but they are still technically there? This is made tougher with the throwing knife's distance being fairly short. 
I had this issue in my platformer DE '22 and solved it by giving the enemy actors a local variable named "Deadly". When set to TRUE, it would cause the player to take damage On Hit. When set to FLASE, it wouldn't trigger the collision script. So as soon as the enemy is killed, before the death animation for it happens, I set "Deadly" to false so that the player isn't unnecessarily hit.

I enjoyed my time with the game so far and liked how diverse the level design was without feeling confusing  or inconsistent! The progression of the story as you moved up the castle really made it feel like I was on a journey which was fun :)

Edit - I might've missed something, but what was the tie in with the "time" theme?

(+1)

Thank you, I'm really glad you like it so far. I'm aware of those level issues, they've already been fixed in the next version, but I ran out of time for the jam haha. That's a perfect idea to solve the collision issue, I'll definitely do that.

For the theme, it's just that it's a story being told in the past, the rules were pretty open for interpretation and said taking place in the past is fine.

Just tried out the local variable trick and that worked I think! Thanks again!

false alarm, I'll have to do more tweaking it seems!