I have not used it in a while because I made another editor after I finished the game, but I think it is right click. If you are unsure about the editor you can always look at the code. Just try not to use it as an example for "good code." I rushed to make it in the middle of the jam, so it's pretty poorly designed.
Magicalbat
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Thanks for your feed back so much. I cannot believe that you looked for 20 minutes. I definitely agree that that level design closer to the end was one of the major flaws. I think that there were two or three things I could have done to make the level design more clear. Firstly, I feel that the entrance to the boss area was not memorable at all. Something like the Black Egg Temple from Hollow Knight is important and it sticks in your head. The other thing that I could have done was to make the rooms more distinct. One of my friends played the game in front of me and he kept thinking that he was in the same room when he was not. I need to remember to spend more time on level design next time. Thanks again, have a great day!
Thanks so much for the feedback. I talked about the whole kick incident in a different reply, but I did also mess up a bit of the level. One of my friends also got lost when they played it, which was not something that I really thought through to much. I think that because I designed the levels, I did not think from the perspective of a new player. With more art, I would have been able to make the areas more distinct, but I maybe should have just made it smaller. I did not totally think through the fact that the most important part of a Metroidvania was the level design. Have a great day.
Thanks so much! I very much agree on the kick. I was trying to make a ability that would give a lot of movement flexibility, but I ended up not teaching it to the player very well and more so used it as a more powerful jump. I think that it should have been a jump upgrade/double jump that used the same key. It is also too difficult. You always forget that you are the best player at your game. Have a great day.
With pixel art games, you want to have a consistent pixel size for the most part. Also, if you are importing images, make sure that there is no kind of filtering that will mess up the perfect pixel. My favorite part was how you were able to incorporate the bounce you get when defeating enemies in with the locations of the collectables for an extra challenge. Overall, this is a pretty good platformer.
The game was pretty fun overall. I would try to make the hitboxes much larger in the future. I know that it is much harder in SFML. Sometimes it helps to draw a rectangle with low opacity or just the rectangle outline to see the hitboxes. That being said, the voice acting more than made up for the small hitboxes. I enjoyed it.