Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

I like the retro aesthetic, a lot of little touches bring it together, but I found myself a little frustrated by the gameplay. I'm deep in the flower dungeon and I move to another screen with a flower right in front of me, sometimes it registers the flowers as hit even when you didn't fully step on them. I would also probably give the items more uses, maybe having the lantern ward off the music notes or something.

Your whole body is your hitbox, so if your head touches a flower it counts as being hit. There's very little I can do about, I only have 1 single hitbox to work with. On another game I made, there's a sprite I wanted to have more than just 1 hitbox for, but I had to instead rely on points which're finnicky. At any rate, if you move between screens carefully you shouldn't ever end up stepping on a flower by accident, I made sure of that. It's only a problem when you move let's say right and you keep moving right without looking around.

That is if I understand your complaint correctly. Maybe your problem is something else like that other person below who said that there's just barely enough space to move between flowers towards the bronze key. I'm prolly going to leave out more space to move next update, but I've never had any issue with that part of the game.


I wanted my game to be a zeldalike where each item has a unique and useful purpose. The lantern was directly inspired by The Legend Of Zelda: In Between Worlds and Twilight Princess. That suggestion sounds like you want items coming from roguelikes into my game which have tons of different effects. I think the biggest problem that highlights is that there's not enough items to begin with, I'm working on chapter 2 and the next item that'll be introduced will be a bow and it'll have explosive arrows to kill annoying statues. This isn't set in stone, but I planned something like that.