Thank you so much, Jani!
iceninexp
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This was really strange, sometimes frustrating, but always interesting.
The last area, where the character gets smacked around by the Cultivator was the most frustrating part.
The augmentations I did not understand - how they worked or how they affected anything.
Also, at save points the transition between could be a lot faster.
Looking forward to seeing this develop as it is really interesting :)
Fantastic :)
Ok, the head with the 010, I thought that was 0 / 0, like I had to collect something.
I would recommend that somewhere you prompt the player that keyboard input is required to solve some puzzles (like entering numbers). That was something I did not realize.
I'm playing through and have only had to glance at the walkthrough a few times. There are some great puzzles in here :)
Thanks so much for the response!
After Esc + R and reinstalling the game here is what I am encountering:
First room (where I can go out of bounds):
2nd Room (switch opens door) :
3rd Room (box shakes when you enter room but nothing else) :
4th Room (North East of Room 3) :
5th Room (South East of Room 3. Head has 0/0 something):
So I am unsure what I am missing :(
That was some fun exploration and some nice platforming. I think I got 4 artifacts. I can move blocks, climb vines and jump. I think I am missing a powerup to maybe turn blocks on?
Everything looks and controls great.
It would really benefit from a map. I am currently hopelessly lost and going around in circles. A map that lets me know where I have visited and what is available to visit would definitely improve the experience.
Looking forward to the next update!
This has so far been really well executed if the intent was to to create an explorative puzzle solving game along the lines of Myst or Witness.
I think I will eventually need a walkthrough. I keep getting almost frustratingly stuck.
For a first time "full" 3d game this is incredibly impressive... as always.
And finally finished. What a fantastic Metroidvania! That last level was incredibly well designed with some great puzzles. The rotating 3 room walls was really well executed.
Did notice possession used the Q key, not the key mentioned on the menu.
Very well done mechanics and atmosphere. Best and most original metroidvania I have played in a while.
Great stuff. Thanks!
Thanks for the response! I did manage to get past that. So far I have also gotten the magnet and inverse rotation. Those angled platforms have definitely been the hardest part so far, for me.
I also noticed on the splash screen (before the main menu comes up) the name says Gear Band. Not sure if that is intentional.
Also noticed the magnet says to press Z, but it is actually, W.
Lots of fun so far after that platform bit :)
This has been really fun. Some strangeness happened on a playthrough, as the 3 NPC's were in the very first room, and I started out with the Whisky, Red Ax and Tuxedo. Then got into the loop with the shining of the tuxedo. That was weird and I don't think was supposed to happen, but maybe so?
Some really great puzzles. The Tony mechanic sometimes got a little strange, and I am not sure I fully understood how to completely control the Tigers/Bears to runaway, I think that was due to initial placement? The rewind and block reversing were both really well handled and Ididn't encounter a single issue. The ice was really well implemented.
Currently I think I have everything available in the inventory, but I am not sure. Is the map a full 8 x 8 grid? I have no idea what I am missing at this point as the only option I seem to have is a conversation that leads to the shining of the tuxedo. And I wish I had read the intro dialog on a restart because I did not catch the "contine" option..lol.
Fantastic that you are working on the mechanics still. They were not terrible at all, just not super intuitive. I would rather have just has a single dash button that transformed into the shield dash or something similar.
Resetting the structures - if there was some explanation, or even some resources carried over, that would alleviate some of the current feeling of lacking progress.
This was interesting. It being a demo I am thinking the overall gameplay will be rounds of exploration, then the RTS sections?
The dash-charge jump was a little awkward. There were sections where it felt like I was having to flail a little because the pacing was needing the charge-dash, then just regular dash otherwise you would overjump or ricochet of the edge of a platform as opposed to grabbing it. I guess started to make sense. The end of the exploration section where you had to dash-charge took multiple revisits because there was so little run up. I had tried dash-charging while touching the (wooden?) barriers but you needed a little run up otherwise nothing happened. It started to make sense.
The going back and forth between layers during the RTS sections didn't make much sense. It wasn't really explained.
My least favorite part was the resetting of all the structures I had built after a winning an RTS section. That felt a little defeating, like I was starting over.
Everything looked great and the exploration was interesting. I'll check it back out when further development has happened.
That was fun for a while. The game crashed when the health fountain appeared after a round. Playing on FireFox. Last console output was:
Object { gmlmessage: "unable to convert undefined to a number", gmllongMessage: "unable to convert undefined to a number", gmlstacktrace: (12) […], gmlscript: "", gmlline: -1, __yyIsGMLObject: true } Dungeon Deck.js:10143:1 _q5 https://html-classic.itch.zone/html/12069330/html5game/Dungeon Deck.js?cachebust=1890941770:10143 yyGetReal https://html-classic.itch.zone/html/12069330/html5game/Dungeon Deck.js?cachebust=1890941770:14154 yyfminus https://html-classic.itch.zone/html/12069330/html5game/Dungeon Deck.js?cachebust=1890941770:10530 gml_Script_scrHealthFountain https://html-classic.itch.zone/html/12069330/html5game/Dungeon Deck.js?cachebust=1890941770:4871 gml_Script_scrDeck_MoveCards https://html-classic.itch.zone/html/12069330/html5game/Dungeon Deck.js?cachebust=1890941770:3373 gml_Object_oDeck_Step_0 https://html-classic.itch.zone/html/12069330/html5game/Dungeon Deck.js?cachebust=1890941770:8968 _w6 https://html-classic.itch.zone/html/12069330/html5game/Dungeon Deck.js?cachebust=1890941770:13621 _w6 https://html-classic.itch.zone/html/12069330/html5game/Dungeon Deck.js?cachebust=1890941770:13407 _w6 https://html-classic.itch.zone/html/12069330/html5game/Dungeon Deck.js?cachebust=1890941770:13458 _xx3 https://html-classic.itch.zone/html/12069330/html5game/Dungeon Deck.js?cachebust=1890941770:14401 _3x3 https://html-classic.itch.zone/html/12069330/html5game/Dungeon Deck.js?cachebust=1890941770:14412 _xw3 https://html-classic.itch.zone/html/12069330/html5game/Dungeon Deck.js?cachebust=1890941770:14388
Started out decently enough. I wasn't quite sure why the very first spike pit was located where it was as there was no way I could find to clear it without taking damage.
I did manage to find the snorkel mask, although it took trial and error to understand it was a snorkel mask.
The space bar removing health confused me a little, I guess that was to prevent soft locks?
Made it to the bee, but got the impression it was not beatable.
An interesting premise and would like to see it developed!