Good take on the one platform theme! Pretty diverse challenges despite the few mechanics! I like it!
goneep
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I like it! The game has got some pretty clever puzzles going on!
I felt like both the player and the projectile are a bit too slow, however, and that the upwards boost would have felt really slick if the player kept its horizontal velocity.
But overall, it's still pretty good and the last jump felt nice to pull off!
Thanks for making the game!
Oof yeah that's bad :D I just tried playing the game and only picking moves that gain you soul and yeah, beating the boss isn't really feasible this way since the trick is you need to keep your soul somewhat low so... this... doesn't happen.
Anyway, once the jam is done I will definitely update the boss so that it accommodates the soul gaining lifestyle! :p
Glad you liked the rest of the game anyway! Thank you for playing it until that unfortunate point!
Interesting concept! You would think that limiting a tower defence game to only having one tower would remove the satisfying build-up of power that characterises the genre, but having you reposition the tower and gaining stats successfully helps mitigate that!
A problem I found was that sometimes the tower misses shots due to the bullet travel time. This could be fixed by either:
- Having the bullet go extremely fast (and leaving a trail behind it so you can see it).
- Having the turret "hitscan" the closest enemy and damage it (but it would remove the piercing mechanic and that would be sad).
- Having the turret calculate where the enemy will be when the bullet reaches it and fire there (but that would require some sick trigonometry tricks on your part).
All in all, this is a neat game, thanks for making it!
Really cool! I like how the game got you back to places where you've already been so that you can use the colours you didn't have there, metroidvania style! Very elegant.
The different sounds when you jump, the drawings that appear when you collect the colors, and the writings on the wall all really helped set up a quite charming mood!
Thanks for making it!
Cool game! I really liked how you introduced the mechanics progressively, the learning/difficulty curve is great!
As others have said, the controls are wonky though, since, when you try to jump, the game has to wait to see if you're wanting to do a short press, a hold, or a double press.
I saw on another comment that you noticed this problem halfway through the jam, and hesitated to start over, but I'm glad you didn't because I think you still made some cool dexterity puzzles to go along with the one-button mechanics!
Oh! And I like how your jump doesn't get interrupted by the corner of platforms! The game lets you slide up to put you on top instead! I wonder if you took the idea from Mark's last video about Celeste, but anyway it's great that you took the time to implement it!
I imagine the game would have been quite a lot more frustrating if you didn't, since, after a failed jump on one of those steps, you would have to double tap to turn around, long hold to move away from the step in order to reach it at your jump's peak, double tap again to turn towards the platform, and then tap to jump.
It would have been a chore.
Anyway, thanks for making the game!
Wow! Thank you for all this feedback, this is all gonna be really useful!
I agree that the boss is quite difficult, I think I would tone their abilities down a little if I had to make a change on the game.
So here's a strategy in case you want to see the rest of the game: Try and keep your soul as low as possible so that the boss' "appropriate" doesn't end up giving them too many soul, but not so low so that their "intimidate" outright kills you. It's a delicate balancing act that is difficult to maintain while damaging the boss if you don't pick the right abilities however. So even with this strategy, they end up being a little too difficult I think.
Anyway, I'm really glad you liked the game! :D