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(+1)

This is awesome. Really like the art, and I appreciate some little touches like the differently pitched jump sounds, and the general juice of the SFX. Totally digging the “meet a glorious end” goal going on here too. Explaining what happened in each person’s section is such a huge quality of life thing.

IMO the hitboxes are a little unforgiving, especially because you can die by running into the sides of the crushers. Also I wish I could’ve used a key to advance dialogue. I went for long leap and the cooldown sometimes bit me in the ass.

I think I, the player, met an unfortunate end because ferdinand is now stuck in a platform and I can’t even switch characters :( (I may have deserved this because I was seeing what would happen if I switched chars in dangerous places)

Nitpicks:

  • The burning anim left a little to be desired, and I wish I didn’t have to burn each individual piece of wood.
  • the second spider I talked to invited me behind the curtain again, but there was no curtain this time
  • and is this barrel thing supposed to happen?

(+1)

Thanks for playing and rating! I'm so glad you enjoyed, and truly appreciate the detailed feedback.

A few words about that little "A door has opened in Celestine's section" message: I spent a lot of time on the UX/UI. Because the level is large and complicated, I thought about using a minimap... a compass pointing in the general direction of developments... and other solutions. In the end, I decided that a verbal narration would work pretty well, since the characters are named. You can still see the red "ping" box, which was my original method for drawing attention to unfolding events, but it's not all that useful because 9 times out of 10, the action is offscreen.

Thanks for going through the bugs!

The curtain line is a long story. I neglected to fix it until I ran out of time.

As for the burning obstacle: I agree, that ended up taking too long. I'll simplify after the jam. Note that those aren't pieces of wood, though. They are people cocooned in silk. :)

The platform collision issue has been reported by other players... I don't know exactly what causes it, but I think I might know how to make it go away anyway.

That weird barrel behavior is not supposed to happen, ha! That's what I get for allowing Unity's Physics2D to handle anything at all instead of coding it myself. :)

(+1)

They are people cocooned in silk. :)

That’s disgusting, I love it.

[Comment about the message]

Yeah I hope it came across that I really appreciated that. Honestly I never even felt lost because often whenever Id switch chars thered be something immediately before me that had opened up on one of the other chars. I got to a point where I was hitting 2 switches at a time and then it felt like a party platter of things to do. Wanted to call it out because I appreciate the work that went into typing out what has happened to everyone which sounds very entangled

That’s what I get for allowing Unity’s Physics2D to handle anything at all instead of coding it myself. :)

Honestly not sure what the barrels are for but you can freeze constraints on RigidBody2Ds, or make it static if it’s not supposed to move

(+1)

Glad you enjoyed! It's always great to know that people had fun with something I put together.

The purpose of the barrels is to fall vertically and hit switches that you might not be able to reach. (Sometimes you can reach the switch with a long leap, but you might only have the fireball). Good suggestion on the constraints.

(+1)

Now that the rating period is over, I've uploaded a new version, containing 24 bug fixes and new features in response to community feedback.

This includes: The pile of cocoons now burns in one go. The dreaded moving platform bug has been resolved. The Weaver doesn't mention a curtain when there is no curtain. Barrels now behave themselves! :)

 Feel free to check it out, and thank you again for sharing your feedback!