Thanks for the very detailed feedback. I agree with everything you said about the controls being tucked away and the candle enemy being to advanced for how early it appears. Making the controls front and centre would also fix the not knowing you could shoot problem. I’m pretty bad at making any form of AI more advanced than just constantly chasing the player but I’m hoping to experiment more with that in future jams. Thanks for playing!
Esper
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Basic question, my game uses mouse controls it would be horribly inconvenient with keyboard controls. I know that the NES used button controls but if the dpad controlled the mouse and a was left click would that be sufficient? If not I think it won’t fit the wii very much apart from the pointer being the mouse.
I will play your game as soon as I get access to my pc (in a few hours most likely)
here’s mine: https://itch.io/jam/vimjam2/rate/1195108
Warning though it’s impossible on 60hz unfortunately
Hmm maybe the dash is more useful than I thought, on my second playthrough I used it a lot more, but the game never taught you what the dash did in combat so I just never used it I guess. Also I should note I preferred using z and x for attack and dash because that’s what I’m used to in other games.
Thanks for the advice. I probably should have made it easier and I actually did but I didn’t want to make it too easy since the game is supposed to be similar to getting over it or other games similar to that. Also all the art is 16x16 I just changed the size in engine and I understand now that was probably not the best approach. Thanks for playing!