Thanks for playing to the end and the feedback! I am currently working on a version to fix the issues people seem to have. I personally enjoy the game and want to see it a bit more polished. The no feedback when hit thing is on the list, that's an issue I have playing it.
climberjosh
Creator of
Recent community posts
I have a description in the readme I think. The concept is you can "stem" pressed hands and feet between two parallel walls. You can also stand over single room width drops, and climb up single room width tunnels. Also if you fall, only a floor or an enemy will stop you. I was going to implement movement hints, but ran out of energy, I wish I did anyway, because everyone seems confused by the climbing mechanics. Thanks for playing though!
This is really cool, I could see myself playing this if it were polished. The floor falling mechanic was cool. The monster HP was too high, each battle lasted too long. With a really simple battle mechanic, I think short battles are best. I eventually stopped because I died for what appeared to be bugs.
Thanks for the feedback, I have come to similar conclusions after watching someone else play it. I think I can implement animated 180 degree turnings, or maybe even fake 90 degree turns. I wanted the walls to be outer space textures, the walls are supposed to be glass. I could make fake 90 degree turns, where you can look out in space. That should help with the disorientation.
I was going to do text prompts that tell you when you can move up/down, but I ran out of energy and submitted a day early.
Thanks for playing!
Thanks for the feedback, it was a fairly experimental idea. I agree, I need some way to give a sense of motion when turning. I may just need to fake it somehow, I want to keep using a raycaster. Without going to full 3D, I'm not coming up with obvious solutions. Maybe I need to render the front view and back view from your camera to a "camera box", and then fake wall rendering to the camera side box. I would then rotate the camera box. I think this would need entirely different raycasting code to animate.