The main issue with the first section of the Giant boss (so the climbing section until you hit his eye for the first time), is that you are only in "danger" when gripping on the vines. It seemed like the rest of the climb was as "safe" as a normal platforming section.
So maybe the Giant should move more to try to make you miss your jumps or something. At least something more than only waiting for you to hang on before trying to shake you off.
The rest of the boss was pretty cool though, with the rotating section when you are trying to save the golden knight, and with the falling debris as you are making your way to the catapult.
Have a great day :D
duchainer
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Hey, saw your video on youtube, and tried out the prototype.
I went through the main story line, plus the optional boss and 4 coins.
It was fun, I like the movement and the wall jump + spin are pretty permissive when you have issues during platforming sections, so the game was not too hard.
I like the child like wonder of it, and the cartoonish behavior in the cutscenes, like the post Giant Boss cutscene (shakedown, run back, put eye in, silly dances/running in circle).
I was able to use Itch.exe with Wine, by using Lutris, so that I could directly play the Windows demo, and it ran fine.
Here are some issues I spotted (that might have been already reported, but just in case):
- The first stairs and a few others, are not slopes so you can't climb them up by walking, you need to jump.
- The music does get kind of loud compared to the normal volume of the game, so maybe you should normalize the volume of it in some way.
- During the Giant Bossfight, the last pile of rubble that the Giant does before the catapult, I was run and jumping and for some reasons, I was still grabbing no ledge in mid-air, but moving as if I was. It stopped as soon as I pressed the jump button, like a normal ledge.
- The combat seems the weakest point of the game, especially the optional Creep bossfight. I'm not sure how to make that better or adjust with more acrobatic plateformy combat, but the easiest strategy seemed to be jumping and downward attacking the head of the boss, killing him way quicker than 2 slashes, than retreat. But I might not have dodged much, so maybe using the dodge invincibility frames would make it trivial too?
In any case, is there some place we can subscribe to an email list, or is the Youtube channel the place to follow the game's development?
Thanks again for that fun 50~ish minute prototype, I was missing some simple fun games.
Have a great day and happy game development.
Maybe the difference in skull structure [1] between sexes could be a good starting point. Seems like especially the jaw is wider/squarer on males. ^^
[1] https://www.juniordentist.com/differentiate-male-skull-female-skull.html
Works flaw lessly on my part, try 7zip instead if WinRAR doesn't do the job : https://www.7-zip.org/a/7z1900-x64.exe
Damn that last level is tough. Nice concept and drawn collision are good bu smoother curves would help the game feel like this android tiny bird. Also, I'm not certain of how the starting momentum of a level is decided, sometimes I go higher other times lower with more speed. Keep up the good work ^^
Nice first submission, did manage to get out of the tiling and turn dark for a time which was surprising. Also, I thought the yellow trails scattered around the level would be collectable or be interactable in some ways since walls do. Maybe they could speed you along or something. Good continuation.
Nice first submission, did manage to get out of the tiling and turn dark for a time which was surprising. Also, I thought the yellow trails scattered around the level would be collectable or be interactable in some ways since walls do. Maybe they could speed you along or something. Good continuation.