One of the main bugs, is that there is a campfire that is supposed to be use to craft a potion in a cauldron. This potion then allowing you to press F to sink into your shadow, this alters the player's collision mesh so that it can move under the tree that is blocking the bridge :D
Torben
Creator of
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To anyone playing our game, thank you but I have some bad news. I made a mistake and forgot to enable a campfire model in the game and realised just now... It is located on the left of the satrting area near the bushes. (Sorry about that, the collision still seems to be there for the brewing of potions, ut the model is not visible)
The lack of the campfire, makes it impossible to brew potions, which means you can never unlock the ability to be in shadow form. this in turn means you cannot move past the first section of the game, as that is required to pass through there...
It essentially breaks a large part of the game, therefore I apologize and I will see about fixing it after the judging has concluded...
> The only thing that needed a bit of work was some of the transition states, as it made the player feel a bit jumpy (for ex. changing directions)
I agree, the rotation of the player should have been smoothed out instead of instant. The controller itself had a few quirks I had to spend a lot of time fixing. I ran out of time a little and made a dirty fix for the rotation just to make sure its in there.
> Theme-wise, the theme is used in the context of the story but not so much as part of the gameplay.
The mechanic that allows you to turn yourself to ash and back to a human form was our main go-to for that. The player is essentially turned to ash and reborn (Like a phoenix would turn to ash and back to its phoenix form.) I do think we could have sold this idea a bit more and polished it to get this across better. There is a second point that we wanted to make the player mentally "reborn" in the sense that he feels refreshed and can now move on after what happens in the game.
> Notes on the player controller
I wanted to use my kinematic controller, and that took up a large bulk of the work. Not my smartest choice I have to admit. About 4 hours before the end of the jam I ended up wanting to fix it but I did not have the time to do so... (for the record, I was also getting a bit frustrated trying to get through the end with the less-than-optimal controller) I will take this feedback and improve the character controller since I am planning to reuse it for other projects.
> I felt like the dialogues could have used a larger font to make it easier to read on large resolution screens.
That is an oversight, You are right. (Going to add a text scaler for future versions of the textbox since I also plan to reuse this for my other projects. Especially the Node editor to create the dialogue and the state machine)
Thank you for playing the game and for your feedback! We greatly appreciate it :)