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(+1)
  1. You're right about the physics-based shatter effect. I hadn't used the physics object in Godot yet, so I toyed with that in this project.
  2. That was going to be fixed with just some eyes, but it was neglected due to burn out in the end.
  3. The "forgiving" description was when I stubbed out the itch page for it (originally didn't plan to have any enemies in it.) That was an oversight on my end. Honestly, the map and difficulty are inconsistent based on a last minute decision to redesign my map. Easily the biggest "what not to do during a jam" lesson I've learned so far. And can you clarify on not being able to dash when over spikes? Because you can. One of the last rooms was made with the player walking off the edge and dashing before hitting the spikes to jump on on a platform two times. Then above that section of the room, the player is supposed to double jump for the distance over most of the spikes. There are ceiling spikes so the play stop moving forward at a point in the double jump and waits until they can dash between ground and ceiling spikes to make it to the exit.


Thanks for playing my game and providing some feedback.

I tested it multiple times in one of the middle rooms--one of the first where dashing over spikes is a main part of the layout. I could jump and dash normally when there were no spikes underneath, but if I jumped, moved over spikes mid-air, and then tried to dash across them, the dash input would be eaten and I'd fall on the spikes.

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That's extremely odd because no one else has mentioned having that issue and im doing it right now. Can you screenshot or point on the map where you're encountering this issue?


I'll do that when I get back to my computer, sure. It'll be a couple hours tho.

It's in the very large room at the bottom, right after you've broken the first wall.

And actually I did some further testing and discovered it's a problem when facing right at all, not just over spikes. I just noticed it over the spikes because you're going right in the level.

That's still pretty odd because I can't replicate what you're experiencing.

Huh. Are you testing a web build or a desktop build? If desktop, then it could be a web-only issue like the shatter slowdown?