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Lunarisnia

15
Posts
1
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A member registered Oct 22, 2018 · View creator page →

Creator of

Recent community posts

Thanks for the kind words, yes thats the flaw that I realized too late into the development. If I ever develop this further into a full game will definitely streamline the control as you said.

How are you even human for making this in 2 weeks? this is insanely good

Yes, and it's alright I have put all the measures in place to make sure you can only fly in the stage not over or under it so go for it. People breaking open the game and finding new ways to play it is incredible to me.

I am not sure if the bug you are talking about is regarding the height and sometimes the dash would go diagonally when it shouldn't but I fixed that, all superdash when on air should go as far as the one on the ground and should go straight in your chosen direction.


I really didn't know about Coyote Time previously and you mentioning it really helped me polish this game, thanks. I have implemented it on the game.

Yeah I just didn't read that lmao.

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Really cool game, I feel like if the mechanics of what each element and item does is explained better visually ingame this could definitely be a top contender for winning.

Currently I just spam left & right click then some thunder storm came down, really cool. I just have no idea what's going on.

Ikr, in any case thanks for the feedback. I have changed the control to use the ability to V and left F as an option for those who came back to play.

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Interesting, three people already said the same thing, perhaps I'll swap the use button to V so that it's on the same row. I think me spending countless hours making this has diluted my judgement of the controls difficulty

About the grappling, yeah it's a design flaw I am fully aware that sadly is deeply rooted and to fix it require a lot of refactors which I can't do in just a couple days left.

Love the game, I like the feeling of taking down giant monster as the underdog. I think this game would be perfect if we have a tool that can help us dictate our own pace somewhat instead of purely waiting for the giant to move at all time.

Thanks! no worries part of the joy is discovering you could use the mechanics in a different way

happy to hear it thanks for the kind words :)

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Added Controller support, here is the mapping. I haven't updated the UI to show the proper prompt but this should allow you to play :) Thanks for the kind words btw.

There is a bug in Godot web export that prevented the trigger button to be used for some reason but the rest should be alright.

I'll do you better, I will do it now.

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Fixed the thing you are talking about by adding stages early that forces the use of the purple hair mechanic.

And some visual tutorial

Agreed,  after some playtest by some of my friend some stage are definitely a bit rough around the edges, thanks for the feedback dude