very cool!!! love the atmosphere and the puzzles were fun as well.
thanks again!! and happy new year!! :)
awesome game. i've been sitting at my computer for like 10 minutes now going "yeah..."
you have a brilliant way of writing, evoking real introspection in a relatively short monologue, and with a slick as hell setting.
good luck on proximate! seeing your parallels talk and this means i'm very excited for what might come in the future. one day i hope i can write something that makes people feel emotions like you have here
Really cool game! I loved the mechanic of moving the screen using the mouse to see, and both the shooting and the fishing were very fun.
I did come across an issue where I think seagulls were meant to appear but they didn't (I heard caws and the music changed), but I still had a lot of fun just with the fishing aspects.
Thanks! I'm glad you liked the shaders, it was my first time really using them and I sort of went all in on it, but I agree that difficulty needs some work. Something like a shield or powerup seems good for sure, perhaps spawning more freqeuently once you've died a couple times.
Thanks for playing :)
Thanks! Yeah, I definitely think that the difficulty needs some work, I was originally planning to allow some extra hits or something similar, but I ran out of time to implement it without cutting down the actual game level size. I'll definitely do some fixes on the difficulty. Also, I might just make the respawning screen skip quicker, even in testing I sometimes felt like I was dying too often for the speed it's at.
Thank again for the feedback :)
Thanks for the feeback! For the graphics being small, I did originally have them larger, but due to the engine I am using there was no way to have levels the size I wanted and fit the web player without tiles that small, unfortunately, so I had to sacrifice the size so it would all be seeable.
As for the animation and composition, I've actually used Bosca Ceoil before, but I'm pretty bad at it, and I really didn't have enough time left to make animation or music on my own (maybe I'll do it after the jam is done), which is why they were left out.
Holding the button down is definitely too fast, but it's based off the "key repeat" system implemented in most software, where it just starts typing really fast if you hold it down long enough, so I should go back and manually implement it so it's slower.
The magic wand was probably the weapon that made the least sense? Perhaps I should've given it an actual text tutorial, but what it does is that it changes directions to move the same way as the player, unless you're going the opposite direction to it. (e.g. if you go left, it will go left as long as it's not already going right), but it was my plan that you could use it to remotely attack enemies around corners and things.
Thanks for playing :)
Really great game! I absolutely loved the art, and the idea of having a giant sword chasing you down was very interesting and fun, particularly with the fact that they are used as part of the puzzles to break blocks. I did find that the archers were quite hard to avoid, so maybe having them appear a little earlier and do something like a pulling back on the bow animation would help quite a lot.
Overall though, a very fun and cool little game.
Thanks for the feedback! Yeah, fixing the jumping physics is my number one update feature. I wrote the code for the jumping so that the deceleration in the air takes 0.4 seconds to reduce to stopping (compared to 0.1 seconds for on the ground), which works well for realistic-ish movement, but makes precise air stopping pretty hard, so I'm planning to reduce that to about 0.25 instead.