I love the art style. It's quaint. The overall vibe is good, and I could easily play a game like this. I did find the early combat a little uneventful, and I didn't quite understand how the attack mechanic worked with the dice being rolled. But I think this deserves more time spent developing the idea. :)
Dogheadedman
Creator of
Recent community posts
This was heaps of fun, and it looked beautiful. I really loved the pixel art and the colour palette, it looked really effective. You've done a lot of work creating the variety of backdrops, and it paid off. The running animation looked really good. I only got 9 secrets. Was there a map? If there was I couldn't find the button or upgrade. I would've really liked to explore more if I had a map.
Great work. I hope you expand upon it further.
Great game. It's initially simple design in appearance, quickly became quite ingenious. I love the idea of the ball growing and powering you up, but restricting movement backwards at times. To begin with, the movement when landing on the platform seemed a bit ... I don't know ... unresponsive or sluggish, but when I got used to it, I loved how you can stick to the platform and "climb" up the edge instead of fall off.
Nice choice of music. It suits the game. Reminds me a bit of the "Unravelled" soundtrack.
It is a pleasant twist on the Metroidvania genre, and I think it would be well worth developing it further. Great work.
(I did get stuck at one point, when the ball was quite large, and the camera zoomed back to show the whole room, but I went out a door off the side and the camera didn't follow. It was below the room where the Breakout mechanic was implemented I think.)
Project Coeus plays extremely smoothly and handles great. It really takes me back to the nineties playing the original Doom, but Coeus handles better. The graphics look good. I really like the graphics in the opening scenes. The music is great and really suits the aesthetic.
I did get stuck on the first boss, but I wasn't very good at Doom either. lol.
Great job.
Thanks very much for trying the game, and the feedback. Funny, I had just made the footsteps louder, but I'll turn them back down again.
That platforming section you mentioned, I had just made it a bit easier too, but clearly not enough. I suppose to achieve the metroidvania vibe, it is important to allow fast exploration and backtracking. Precision platforming may slow that down.
Thanks again.
Thanks for trying it out, and the feedback. How did I neglect to add the "current room" on the map? A little embarrassing, but I was on limited time. I will add this in future.
As for difficulty, yep it does need a lot of balancing, but jam conditions doesn't allow much for that. I will be looking at that in the future.
Thanks again.
The art looks very nice. I like your lighting effects. I found the attacks a little slow which gives a souls-like feel rather than fast and punchy combat - but if that is what you were aiming for then well done. The jump could be a little higher too perhaps. I had trouble returning the way I came when I felt I should be able to make the jump, but then I realised there was a ladder there, so maybe that's just my fault.
Thanks for the comment. Yes. A save feature will definately feature in future games. I thought it was too short to need one in this one. What do you think? I will add one if people think it necessary. Also, do you have any suggestions concerning accessibility or any other points. I am very open to suggestions or criticisms.
Thanks for streaming the game Joshua. I got a lot of tips from watching you play it and your suggestions, and I appreciate the positive comments too. The features you thought were missing were mostly due to me not having enough time to implement them. The Visionaire engine does provide the features you thought the game needed. Some features have now been added, while that ESC and quit nuisance will definitely be removed very soon. :)