I didn't realize it was possible to use the clipping so much, I think it might be a delta time issue. I can only do it if I stand up in rate tunnel! But yeah, I'm planning to fix it after the jam. Thank you!
E.T.C.Lundberg
Creator of
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Thanks :)
enemies - Yeah I agree, I wanted to spend most of the time making levels so the enemies are super simple, more like something from a mario game where you are better off just jumping past them. but I like the idea of having something moving on screen, idk maybe I will try some moving platform or bumpers or something in a another jam :)
I like how massive the game feels, like when it's zoomed out and there's a overwhelming visual from all the different types of tiles on screen!
I did feel a bit lost and I think I found a few pickups and NPCs I didn't interact with because I didn't know how to (I think a quick fix could be to add a button icon when the player are close to them, or talk / pick up when overlapping). But I feel like there's a lot more if a player puts in the time required to unfold it!
I really like the backdash, and how you can jump out of it to get a boost.
Also the tileset looks interesting.
I think the slime enemy is interesting how it dodges attacks by shrinking into the ground, but I would have preferred it as a elite enemy instead of a mob enemy.
Here's a recording of my first attempt 49:49 , I also tried it a second time and killed the slime boss in the dungeon.
There's a lot of details in the background art, with all the undergrowth and plants you can slice! There's also a large amount of systems, although I have to admit that I wasn't in the mindset to explore all of them in a game jam. I also like the map on road signs!
here's a recording when I tried the game at timestamp 1:47:20
Idk, it felt like maybe I should have looked for hp or damage upgrades somewhere else and then returned to that area. I got kind of restless and just rushed the last encounter, but the spikes always got me in the end (╥﹏╥) Anyway I enjoyed the game overall, I wouldn't have made so many attempts if that wasn't the case!
There's so much I want to fix with how the runes work. Make them stand out from each other, both visually and mechanically. How they combine with rune words and find some subtle way to give hints to players about rune words. +add different environments and enemy interactions. I would still like to improve it someday, but yeah, the core system required more refinement then what I initially expected.
I use a xbox 360 controller
Jump - A
Dash - X
Grab wall - RB
If I remember correctly this is what it also was like in Celeste I think its ok with jump and dash on keyboard, but when you also need to press an extra button, and hold it, that gets extra complicated on keyboard imho.
I think a alternative keyboard mapping could be based on FPS controls, like Move - WASD, Jump - Space, Dash - Shift, Grab - Ctrl. Or grab on shift and dash on ctrl or right click.
Damn, you scared me! Very well set up with the suspicious sound in the background and the keycard disappearing, and then the jumpscare. I had to run back to the beginning area, and tbh turned off the game, I didn't want to go back that way :)
Small details: I miss a sound effect when picking up keycards. It was unclear which doors gets unlocked by which keycard. One idea could be to change the light on the door to the card colors.
The graphics are of high quality, and I like the detail that there’s a light glow around the player character when you are in a very dark area.