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Holy moly, that is a map if I've ever seen one! My jaw was on the floor after continuously going through rooms and thinking "yep, that's the end of the map" only to be greeted by MORE map. Very impressive.

Like Roldy said, the map menu is really nice. I have no idea if the "I'm stuck!" button that boots you out to the desktop is the final, intended purpose (I was expecting it to be some sort of hint feature), but I was laughing hysterically at it anyways.

As in the prototype, there seem to be some quirks of the player SM and the world that results in weird things like grabbing onto the side of ledges in thin air, etc. I also would highly recommend disabling autoclimbing on walls once you are in complete freefall, as it's disorienting when I am falling down to get to a lower area and I climb on a ledge without meaning to do so.

Very annoyingly, I got a wrong-warp glitch where I went through a door and I ended up in a completely different area, and the camera got desync'd into another area too when I tried to go back, forcing me to reset.

For combat, I think that the player being given some extra attacks that conserve momentum would benefit the flow greatly, esp. a dash attack or slide attack.

Awesome, thanks for the feedback! I'm glad you think the map is big, it feels pretty small to me, but maybe that's cause I know how big the world map as designed is). 

Good catch on the I'm Stuck button, it's supposed to send you back to the last checkpoint but I didn't have that feature working yet, I should go fix it now.

That's a good suggestion for the ledge grab during free fall. But I also wouldn't want people to miss a ledge grab either - maybe if they're holding down while falling they can disable the ledge grab option, how does that sound?

As for the wrong warp glitch, I'll make a note to hunt that down.

Stretch goal for polish version is to get a 3-string combo attack in, we'll see how that goes and to smooth out the movement when attacking (like transition out of the attack animation at a certain frame if the player is trying to dash or jump rather than watching the whole thing). Adding  buffer inputs to a lot of movement mechanics is also on my want to do list.

Thanks for the feedback, here's hoping I can fix most of it.