Привет, я как третий полуразработчик игры могу ответить на пару из этих вопросов.
1. На него ответить точно не могу, так как меня не было в "команде" во время разработки джемовской версии, но по идее, игра задумывалась просто как выживалка с твистом, хоть она и похожа на донт старв чем то.
2. Скорее всего нет, мне кажется крафт изначальному концепту не очень подходит.
3. Смотря какие, если будут, то не те которые ты сможешь сам строить, а которые будут спавниться так же как и все остальное.
Насчёт обновлений в принципе, даже если они и будут, то скорее всего, будет полный ремейк игры на другом движке.
4. Ну тут уже говорить за Papus Games лично не могу.
IMixDev
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Thank you for trying this! I'll need to put an extra warning on the game page, about recommending to play the Windows build instead. WebGL limitations are especially crucial for rhythm games, or precision platformers like this. Yeah, wall jump needs some adjusting, because I want it to feel natural, and "easy to learn, hard to master" type of thing.
Thanks for playing! I think controls are much more responsive in the desktop version then WebGL, maybe there is some problem with them in the WebGL build. I would really appreciate if you play the desktop version (if you played the web build before), and send me a bit of a feedback (if you have time of course), about what feels better to control, maybe there's just a problem with them in general. About the levels, yeah, there were only two days to design them, so there might be some problems with balance. Again, thanks so much for playing!
Thank you! Oh, that’s a shame, we’ve wanted to make an easier level for them, and even a bit of tutorial on how to use them, but we didn’t have time. We’ll soon release a playthough video of a game, and I’ll send a link with it, so you can see what the main mechanic of the game is like (it’s just past the orb level), but that is if you want to see it. Thank you for playing!
Well, you can try this, if you like hard platformers https://papus-games.itch.io/flower-instability
There are actually 4 different hitboxes for the player (screen transition, the one in case you get stuck in the wall and character body 2d one), don’t actually know why I made spikes collider so big, need to decrease it in the next update. Yes, completely agree, visual cue would help a lot, I’ll make it too. About cooldown, it shouldn’t be that way, that’s weird, might be some sort of bug. I think better level design and higher anger timer would make storm more enjoyable.
Thank you for playing! About the hitbox of the flower, actually, the hitbox of the flower for the spikes is 1 pixel larger than the main CharacterBody2D hitbox, and I had to decrease spikes hitbox to compensate the difference between these hitboxes, so it’s hard to control how big the spikes should be, maybe that’s the problem, I’ll try to balance it more. Walljump works like this: You have only one jump on the same sided wall, but you can recover it by jumping to the opposite sided wall. Was inspired by GATOTAG from GMTK 2024 for this mechanic. I think it can create some interesting levels, and is more or less balanced solution for the jam game, I’ll see what fits better. And why did you think that there was a cooldown for it? With the storm mechanic, well, I think it’s fun to combine fast paced gameplay with this kind of slow, strategic mechanic. I think it’s fun to kind of think beforehand how you should jump, to recover more anger (or stay calm in some cases). Overall, it’s my first platformer, and there were only two days left for designing levels, so level design can be a little clunky. Thank you so much for such a great review, I’ll try to take everything into account!
Thanks for playing, and congrats on fully beating the game! There are 8 cherries in the game, and the only hidden ones are in the second, and third room of the game, but they are pretty obvious. Actually, you might be the first person to collect them all, congratulations! About the ending, yeah, it's pretty dark, and what makes it even darker, we have designed it, so the cherry on top appears only if you have collected all of them, otherwise there meant to be none, but we didn't have time to do this, so it's always with a cherry. Thanks again for playing!
Thank you for such an informative review! Actually, at first stages of development, you didn’t need to move towards the wall to hang on it, but I changed it. I think it creates some other interesting mechanics, like spamming the button to reset velocity, and slow down your fall. I’ll see what feels better to control, when I make next update. About wall jump bugging, can you please send a video of you catching that bug, if you can? I haven’t encountered any problems with it during the testing, maybe it’s due to WebGL lags, or something like that? I’m really interested in polishing it the best I could. About head bumping, I haven’t experienced much problems with it, but I can see that it can be pretty annoying sometimes. Yeah, the “not seeing above the screen level” problem was due to a limited level screen size, and after testing it, I’ve decided to leave it like that, make it a bit more challenging. About the clouds, my pixel artist told me to make anger timer longer, but I forgot about it a bit. True, the wall crushing level might be hard at first, but after testing it for 100th time, you nail that pixel perfect jump every time, and that was my problem. I should’ve made it a bit easier. Thanks again for such a thorough review! Really appreciate such informative feedbacks like this.
Yeah, the wall jump mechanic works like this: You can jump only one time on the same directional wall, but when you switch wall, you recover your walljump. I wanted to make it like in Celeste, so it feels flexible, but not that overpowered. About the restart scene, yeah, it’s easy to fix this, but I guess we just missed that in the testing stage. Thank you so much for playing!
Wow, such an amazing game! Fantastic battle system, really enjoyed it! Graphics are nice, and deck building is satisfying. One problem, when all of the cards in the deck are used, you can't do pretty much anything expect for dying, I think this can be fixed by "looping" the deck. Liked every aspect of the game, over the course of playing.
(P. S. Я так удивился, когда увидел вас тут, увидел превью, думаю, что-то знакомое, вспомнил что в Mind Twist такой же босс был. Забавно что теперь мы сделали 2д пиксель арт платформер, а вы... ну не головоломку, а стратегию, но всё равно, достаточно похож тип игры на Ангуляр Момент)
Thank you! The main tactic, in this particular build, is to increase your main islands to the max size, and then just keep them big enough. The main problem is that the spawn mechanic is a bit broken - more land there is, more pickups and weapons spawn. I've uploaded a video of a gameplay to a Google Drive, to show you a bit of this tactic. https://drive.google.com/file/d/1gh8-VhnemzIuPDXRrcSHpOmmPN-hpLmY/view?usp=sharing
Thank you! Yes, there are some balance issues that we've already fixed outside of the jam, but still, jam version is not well balanced. There will be more updates in the close future. There one mechanic that is already fully illustrated, but, coding-wise, we didn't have time to finish it (and it will be added soon!)