I'm glad you like the design.
I'll admit. I don't know what's going on with loading times or the hanging. I know Godot 4 can be a little iffy with browser, but nothing too crazy should be going on..
I'm glad you enjoyed finding the lotuses!
Well it's supposed to be a stealth-action game with some elements such as the lotuses which are basically a combo of pieces of heart and magic upgrades from Zelda. and yes the dragons can be temporarily disabled by hitting them 3 times if they've seen you or the light you shed recently, or once if you sneak around their detection radius and hit them before they caught a whiff of you.
So, I think there needs to be some dialogue and a little more info for the player, the various npcs and items and how they intersect don't really come across, at least for me, I basically ended up hovering my mouse over everything and clicking random things to advance at most points. I did eventually beat it though. (I'll admit with the log I thought it was supposed to help me cross the river)
It's got a nice feel once you're going, but really needs that little more info.
Thank you! I'm glad you enjoyed that final fight!
I'll admit though, there was more than a few bugs relating to why those didn't happen (the dragons not deactivating once off screen, or during a screen transition), they would disappear or fail to reactivate when resetting their initial position and alert level and I wasn't able to fix it in time while also making the game completable. Unfortunately, I don't really have time to go back right now.
I'm glad you enjoyed it!
Zelda is indeed a major inspiration for me (and what I was thinking of when I made the screen transitions and put in the gates and keys), though I will admit I was thinking more of the old Atari game Adventure when I started this particular game, but it did shift a lot to Zelda as development went on, and I would look to Final Fantasy and Zoda's Revenge when working on the sprites and tiles.
I found it a little confusing, I wasn't really sure what I was looking for when the game started, but once I found one of the key fragments and the locked door things came together rather quick. I can't tell what the balance gauge is supposed to do though (though in another comment it seems to have something to do with endings).
Overall the art is great though. enemies are good looking as well as the rest of the game
Though I must say once I beat the boss the text came up before I realized it and missed most of the dialogue...
I love the idea of this, I think there's some things with speed and how long the ash lasts (it was almost always going away what felt just a tad too soon), but this seems great for a base of a larger game...
But is there a second page? or does it end there? It acts as if there is, but it doesn't seem to load...
"My heart has joined the Thousand, for my friend stopped running today."
Sorry for the Watership Down quote, but I saw the movie awhile ago and can't help but think of that quote when I saw one of the other rabbits caught and decapitated. El Ahrairah was with me on the third run though.
I'm surprised that you got the other rabbits in with such a short time to program. Great job with the atmosphere, and gameplay. Good work!
Just played! my keyboard is still recovering.
Here's mine though: https://itch.io/jam/1-bit-jam-wow/rate/2225672
AAAAH I'm too slow a typist! and I can't really read them as they fall in bonus mode (but then I tend to neglect my glasses!). Interesting to see a typing game, I don't see too many of those, so I don't feel too qualified to rate. But I'm impressed!
I managed to get through normal mode, but man, I just mashed the whole keyboard.
Honestly I played through the game and more or less ignored the attack button the first time, then I played it again seeing that I can attack. I must say it's well done for someone's first time programming a game, arts nice too.
I must ask though I was noticing on my second play when I killed some of the enemies the coins in the level disappeared, was this intentional?