Nice! I cannot wait to dig into this and give the 3x version a try! Thank you so much for your continued efforts in development and maintaining this project. You rock!!
djgblz
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Fantastic work! This feels like a really nice start! Way too hard for me and not really my style. The movement could be improved by preventing the wall jump at rest. That seemed to cause a lot of frustration during my play. However, you did a great job at getting the feel of a Metroidvania down. The level design is tight, the art is so adorable and feels so good. There is a whole lot to like here and is a beautiful entry. Way to go!
This game is neat! Fantastic game! I really like how you took the equipment mechanic and used that to traverse after gaining gear. I really liked most of the movement, though I feel it would play better if the jump was less floaty. Overall, it was nice, played well, simple, short and sweet. Well done!!
OMG! I LOVE the animations! So cute! I especially love the idle animation. You all did really good with that. Just WOW. I found it to be a bit difficult to get the controls down in a way that let me enjoy the game... but I just cannot get over how smooth and adorable the animations are. Big smile! So cool. Thank you for making this :)
Cool concept! I think the controls need some attention. However i really liked the play on alchemy and the combination of the potions used to bring down the barriers. I also really liked how you made sense of the reasons the items worked instead of just red destroys red, etc. Very cool you played with the physical properties of the solids. Nice one!
Cute art style! I think the concept is neat and the lighting effects are cool. However the movement felt hard in a lot of places. Also, I didn't really feel like the powers did much of anything to progress through the game. I really enjoyed the menus though. Overall, I think it's going in a good direction.
Very smooth controlling and the water canon is fun! I like the art and simple design. Some of the animations and transitions caused a screen jitter that was really jarring and uncomfortable. It's also pretty tough - although your checkpoints are... right on point (lol). This seems like a good start to a fun game!
REALLY cool minimal design! That is super impressive how you do so much with so little. I particularly love the way you spawn the enemies, especially the red zombies. Hit detection could use some work and it could also use some kind of map or tile variance to help with visual navigation. Nice entry!
Fun design! I really like what you did with the fonts and the fancy-ness of the gold/treasure theme.
I found the hurt state lasted a bit too long which marred the playability of the demo.
However, I think you have something you can really build on here. Cool to see the "mimick" as the hero to the story instead of a hazard for the player :)
Thank you so much for the awesome feedback! I love what Colin did with the design. The movement, however got a little funky with the different parts. I'm not sure what that was about. It's nice to see the parts were noticed. The boss, is also comprised of several pieces.
Great perspective on the map. I think it will feel a lot better with a tighter and more focused design. When it was built, I decided to change the collision system to a tile (vs. object) based system which presented a lot of other challenging issues I was not prepared to handle. Something also prevented the final room from loading, which is why the end screen wound up being just an image. I think it will be great to have a write up about the process once we are done with the Jam ratings.
Yeah, the movement was supposed to be better earlier on, but I ran out of time making collectables and the upgrade logic. I think ultimately, it just feels better with better movement. Will definitely be tweaking this.
A mini-map is planned to aid with navigation, but I also think the tighter level design would aid in this as well. I'm thinking about a different approach to the level design as well.
Thanks again for playing!
Nice job! I really liked the menus and the save points. The fonts and design you chose are really nice, but the character seems to clash with the other assets. The platforming feels a bit floaty as well - the jump, when held, makes you fly. That all being said, I think it's a really nice start. It was interesting going Right to Left instead of the traditional Left to Right as well. Good job!
Nice solid entry! You did a great job adding lots of content and things to do. The weapons all feel different and provided a cool spice to gameplay and the checkpoints were a fantastic addition. Will be cool to see where you take this one.
I would polish the stuff that happens on hit to both the player and enemies, as well as making the enemy attacks more varied, or add more types.
Good job!
Very nice start! Love the art style and animations. It has a very nice fun feel to it, but also I would adjust the puzzle mechanic to be friendlier. It's a bit too easy to get the player into a frustrating situation. Might be cool to have a carry or a drag - either for the player or could be some kind of subweapon. More help text would also be cool. Nice job with the menus!
Very cool to see an NES entry! Lots of character for that reason. There wasn't much content, but it's a nice concept. I think it would benefit from a Readme file with recommendations on emulators used in production and/or suggestions for getting that installed for anyone interested in playing. Cool idea!