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(+1)

Thanks for playing the game!

You can upgrade stuff with enter button from the menu but that's only for the demo, in the final game you'll be only able to upgrade it when you get the correct item. I will make the player completely stationary while the menu is open next dd.

Attack delay goes away once you get the upgrade for it. I might end up changing it if I feel there's some other better upgrade instead but that's so far intentional. So does the slow magic, with star you can launch it towards your attack direction in high speed when you attack it with your weapon, lightning ball becomes sort of a mini laser lightning instead of guided projectile(was thinking of arclightning but so far I didn't make that), and bomb kinda slides ahead a little and explodes with the first enemy or wall it touches.

Movement doesn't have any friction. Once you come to a full stop (whether by not moving or attacking/using spell in place) it has a delay that if you want to attack behind you or something you don't move right into the thing you're attacking but only face it. But I'm not sure about the tapdancing in place, might be a bug that I haven't seen. And I need to make a proper system for every sound and music in the game including walking sounds.

Acorns drop from certain kind of enemies only. With each 10th kill that you didn't lose health on you either drop an acorn or fairy, but the whole drop rate isn't adjusted that well so far. I thought randomizing like this would be enough but I should make more drops throughout just from exploration.

You can press down to make the hat fall faster in the start/death screen. That whole screen reasonably confuses some people and I plan to change it, which makes me delay working on it since I'm going to change it anyways. But that start menu and death screen will be different.

You were lucky with the crystal drops though they have the biggest drop chance. Enemy projectiles actually use player's actual collusion mask instead of hitbox mask to make them bit harder. And while testing I probably got used to them so the speeds and everything doesn't bother me that much but I understand it might be a bit too much and slowing earlier enemy projectiles might help.

You can get the witch unstuck. If you go through the tomb dungeon thing in the woods you can burn the bushes for a shortcut to village and there's a lady with cow that you can get the butter from. You can jar the butter and get the witch unstuck that way, afterwards you can call her for fast travel to statues(which there's only one of so far).

I try to keep things secretive in the game instead of telling players you can attack the spells or if you kill the toads this will happen to give them the feeling of discovery. And I try to keep it charming by scattering npcs and tiny events throughout, hope you liked what you seen so far but there's some more content in the works. And thanks for your feedback.