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ldmarowski

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A member registered Jul 08, 2023 · View creator page →

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I'm so glad you loved it! Metroid and Super Metroid were a big inspiration for it. I'm glad you liked the boss, too. I spent many days trying to get that battle in a good spot.

The one HP boost might be a bit too hidden, haha. I was thinking about having the map rooms change color based on if there's an item in them like Resident Evil, but never got around to it. It's earlier on in the game, before entering Sector A, but you need the wall jump to reach it.

Very peaceful and chill game. Cute art style. Music choice was perfect. I had strong Ecco the Dolphin vibes, which I loved!

I got as far as I could go but the game crashed when I was trying to get through the wall of 4 sharks in the second area. Not sure what happened, but everything froze.

Beyond that, I enjoyed it. Well done!

Great artwork and really good enemy AI. I didn't have any interaction with an AI like others were mentioning. Not sure if it was a bug or a patch.

I think the only thing I would mention is maybe to position the enemies in different spots, away from doorways. Sometimes I would enter a room and get immediately attacked by the warthogs-things, which was frustrating. 

Good game! I think it's an overall really fun experience with good combat and player movement. Pixel art was great and the levels had a good atmosphere. I knew what type of biome I was in regardless of being told. Lots of care went into all that pixel art and level layout.

The only thing I would maybe improve is having some sort of memory running in the background to know which enemies have been defeated in recently visited rooms. Sometimes I would accidentally dash or fall out of a room only to come back in a half-second later and everyone was alive again.

Beyond that, I think you did a really nice job! Congrats!

Great game! You really nailed the metroidvania feel with teasing different paths and unreachable objects, while funneling the player towards the right objective/room. Also, your minimap is excellent and I liked that the map overlay could be viewed while traversing.

The player character is also fast, precise and very snappy. I think the movement speed is appropriate and the camera zoom level is good given her speed.

I did experience a bug where I would get teleported to the very beginning of the game, but with all my equipment and blue orbs that I'd already collected. Not really sure what happened.

In terms of improvements, I think my main issue has to do with collision. Getting close to an enemy hurt me, but the sprites seemed far enough away that I assumed I was safe. I think if either the player or enemy (or both) collision shapes were tightened a bit, it would help match the visual expectations. 

Similarly, some platforms seemed reachable, in that the player character's feet reached above the platform, but I still couldn't reach it. I know I needed the double-jump to reach it, but the character's jump height seemed capable. I would say either adjust the jump height or push those platforms up at least one tile so there isn't any confusion.

Overall, really nice job!

What version of Godot are you using? 4.0.x to 4.2.x have issues loading on certain types of Macs. They DO load, but it takes a couple minutes and can cause the browser to hang for a bit, but after they've loaded, they should play like normal. 

Godot 4.3 seems to have fixed this issue.

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Sure. I had a hard time getting close to enemies to attack and struggled getting far from enemies when trying to dodge. I think the player character was just a bit too slow (when compared to the speed of the enemies). When she attacks, she only moves a little bit forward, and some enemies would just walk away without me being able to actually hit them.

Maybe allowing the player to walk/run while attacking is the way to go, but I'm not sure. The locked attack animation has a dark souls feel to it, like other elements I mentioned earlier, which could be what you're going for. I'm just not sure it works for the enemies that you have (i.e. enemies that turn their back on you and walk away).

A speed increase could benefit the player character (though I understand she's wearing armor), and might compliment the amazing combat animations you have and could help make the combat a bit easier.

Hopefully I'm making sense, haha. Let me know if I'm not.

This game is gorgeous. The pixel art and animations are incredible. I especially liked the potion-drinking animation. It was all very professional looking and top-tier.

I do think the controls were a bit tough to get used to and the overall difficulty of the game was pretty high. I definitely struggled in a few spots, but that made me reaching the next checkpoint feel all the better.

For the player character, her movements could have been a bit snappier, both in walking/running and attacking. I also felt the camera could show a bit more of where/what I was going toward, such as spikes at the bottoms of some pits I was wall-sliding down in.

I did like the skill-trees, but I think I ran into a bug where clicking on them wouldn't unlock the skill, but use my points, anyway.

For the menu itself, if you have a dark souls-like, non-pausing inventory screen, I would either make it keyboard controlled OR use the mouse to click through the menus/items, but remap the attack input away from LMB so that you don't take a swing every time you click a button.

Great job, overall, though!

Thanks for playing and glad you had a good time! I'm also really happy someone figured out the game "language" I was trying to teach, haha. I think you might be right about the enemies, especially the HP on the turrets. They could probably be nerfed a bit! Good feedback. Thanks!!

Thanks for playing and I'm glad you enjoyed what you could get through! Yeah, I think maybe that puzzle is a bit too obscure. It's hard for me to judge since I'm so close to it. Basically, it's trying to teach you that low-powered doors can be charged by electricity.

Thanks for taking the time to play it. Glad you enjoyed it!

Thanks so much for playing! Yeah, I struggled with how obscure I should make the puzzles, haha, but glad you liked it!