Yeah, we were planning on implementing a few more things, it just fell through when we were building and hitting errors too close to the end of entry time. Thank you for playing and the kind review, though!
Brent
Creator of
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Yeah, we had planned to have an intro scene that took control of SAM and some enemies to show you how to do the main mechanic in an almost cutscene-ish way so the players could learn by doing instead of reading it, but we had to cut it for lack of time. If we continue development, that is one of the main things we'd hope to include!
Thank you! We could have definitely polished the normal dash attack more to make sure the player is aware where they are landing, but it being less satisfying and more difficult is sort of intentional. We wanted to create the normal dash attack to be less rewarding than the combo so that the player is always wanting to do the combo, but still have it damage by itself in case they were bad at timing or just wanted to challenge themselves to not combo. Can't wait to see a no-combo run or pacifist run of our game haha.
The concept is cool. I also could not complete the first level, however. The physics of having the AI try to push three blocks out of the way in time to have enough space to jump and get to the button took over the time necessary no matter how many times I tried. I might be missing something, though.
Really fun and charming with the art! There are a few fail states that were a bit tough to deal with, but the concept was really cool! Also if you stand between a wall and the box the AI pushes, it pushes you out of bounds, which is a pretty funny bug seeing the AI move around trying to solve the puzzle from the abyss.
Yeah, we had tried to make it so that based on where SAM was, there was a general radius of where he could dash, and thus while running around dealing with Shadows, the player had to keep that in mind. Gameplay that has the possibility of not combo dashing, but the rewarding system of combo dashing for creating bright lights and (we had even planned for) larger explosions and dynamic music. We'll look at new ways we can polish the combo dash like that, and SAM's dash in particular, though! Thank you for the feedback!