Excelente juego. Increíble trabajo. Estaré esperando updates!
Anter
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I'm replying to an old comment, but the code is a mess lol! I made a data structure to hold all the dialogue sequences, but I didn't include a way to add extra information besides who's talking, what they're saying, and what sprite they're using. This meant that whenever I wanted something unique to happen (like a change in scene), I'd have to find a way to hard code it.
For example, there's a bunch of Mia sprites that are just repeats of other Mia sprites, and I'd use them to trigger events in-game. My code was something like:
if (mia.image_index == 5) change_scene("outside")
The system doesn't scale well, it won't allow for different paths, and can't handle unique events at all, but it was my first time doing something like this and we only had two days to make the whole thing, so I'm happy it still gets played. Thanks for playing by the way!
Really cool little thing! Although there isn't much to do yet, what is there is extremely polished. The bug sfx are especially icky with all that panning (they made me feel uneasy lol). The ambient lights and pixel art look nice, and exploring all the endings was also fun to do. You should keep working on it. Maybe add some more threats, dead ends, etc. it has potential to be a nice horror game!
Cute little game! Making the boss flash white for around two frames works wonders for giving feedback to the player, it doesn't take too long to implement and affects a lot of how the game feels. Screenshake when the boss attacks, sound effects, etc. all add up to make the game more juicy, which is a core part of these types of games. The art is cool, I especially liked my moth friends!
Pretty cool little game! I played with keyboard and mouse, and know that's not the intended way but I don't have a controller. I think the sword range could be shown a little better, as it's hard to tell how far it will reach. The sword swing has a lot of startup frames and cancels itself when spammed. That's cool for forcing a more methodical approach, but having it cancel into itself feels sort of clunky. I think the idea has lots of potential and would love to play it once the keyboard+mouse input is fixed!
The idea was a roguelike where the upgrades that you get are permanent, but if that's the case then getting to the end was inevitable, which is why I thought about a timer that forces you to play fast... Eventually we stirred in the "losing saves" idea. At the moment I didn't think of it, but after making it, yeah it loses a bit of theme relevance. Thanks for playing!
Hey! Thanks for playing :D. It's actually not impossible to beat the game on the first attempt after getting used to the enemies (and realizing that the bazooka is overpowered) but yeah it's intentionally really hard so people lose on their first attempts. Getting the game balanced is something I only got to do on the last day so it's definitely not its strongest poing. Glad you liked it nonetheless!