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Gronis93

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A member registered May 12, 2024 · View creator page →

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Thanks for the encouraging words! 

Impressive graphics. You can tell that this engine has been polished over some time. Looking forward what's the next step for this engine!

I wished I could strife left and right after going off the zipline. But the triggers are needed for aiming up or down. 

Player movement feels somewhat stiff, but the content is good. I'm impressed of how much content you managed to squeeze into this for a jam like this!

Really cool graphics! Don't think I've seen something like this on the gba. Gameplay is somewhat repetitive but the different enemies makes it up. A map would be helpful. It's very easy to get lost. Especially if you rotate the map alot!

Managed to finish the boss. I think I was over-leveled after getting lost somewhat. Each hit made 9 damage and he went down in a few seconds.

Overall, I enjoyed it.

I'm impressed you managed to deliver so much under pressure. I went into procrastination mode and did 0 progress the final month x)

This game felt really polished! Good job :D
Camera movement was really nice. Rotating the world looks super good!

The only negative aspect I can think of is that once you learn how to play (e.g try to progress until you are stuck, then rotate the world until you see a reachable platform), the level design felt somewhat repetitive. But that could easily be solved with puzzles, additional game mechanics and backtracking.

Overall, a great entry!

Do you plan to make a full game out of it or do you consider it finished?

Thanks for the feedback!
I'm actually cheating a bit with the friction calculations to make it run faster. But it's so fast so I will probably come back and make it more accurate in the future. I plan to use the physics in some core gameplay items that will enable some cool interactions!

Thanks!

(2 edits)

Thanks for the feedback!

For context: I tried to "innovate" somewhat, by incorporate a button schema which would enable a-lot of actions. In retrospect, I agree that it's confusing and overly complicated.

I have some new ideas on aiming that will be more simple and more conventional:

  1. I plan to skip the current L behavior (aim in moving direction) aiming for a typical lock-on when pressing L. Locking on "nothing" just "locks-in" the current direction the character is facing, and the dpad will let you move freely while the aim is locked in that direction.
    1. If you use a ranged item (equipped to A or B) while locked-on, you can move freely while aiming.
  2. If you want to aim freely, you will have to use an equipped ranged item first, while not pressing L (no locked-on target). 
    1. If you press lock-on while the cursor hovers on a target, you will move to state 1.1. and lock-on that target, and the dpad lets you move freely. 
    2. If you press lock-on while no target is hovered, you will go to state 1 where the aim locks in the direction of the cursor you had while free-aiming, and the dpad will control the character.
  3. R still performs a roll.

Will probably have to iterate further but i think this is an improvement on your feedback.

Also, more animations will come! I have not yet settled on the character sprite so for now, I have paused working on animations until I have actual gameplay.