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(1 edit)

>The secret health powerup it's so invisible that it hurts.

Things like that aren't a concern right now. The game doesn't even have any lighting at all. I just threw that secret in there because the thought came up and it was simple to do.

>the secret button to open the door its a mechanic never explained

It's explained later in the level. I never expected anyone to find that button.

>we need to fight: a lancer skl, a projectile shooters, 2 proj shooters,  a zombie + skl lancer AND a life or death platforming section in a row. That's unreasonable

I know I'm saying this as the developer, but all those encounters are fairly trivial in isolation if you figure out the enemies' attack patterns and take it slow, and you have the opportunity to heal inbetween them. If you have the patience, the healing salve is infinite healing.

>I know its not the first level of the game, but then please please make a demo of something that can be a first level

I have a good idea of what I want the first area to be like, and I can't make that until I have the next area blocked out, so it'll have to wait.

>I was filtered by the last jump of the platform section, (I tried 5-6 times before giving up) dunno if you have coyote time or not, but the real problem are the death spikes.

That room was thrown together a bit haphazardly. It was meant to be dark so that you'd have to use the crystal to light your way, but since I'm not doing anything lighting-related yet, it ended up like that for now. There is coyote time, and it's pretty generous, but it's not meant to be required anywhere. All the jumps in the spike room are definitely doable without it, but I guess it's a lot harder when you haven't had the opportunity to get a feel for the jumping.