Thanks for trying out the game!
MelodicPace
Creator of
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Very well-made environment and atmosphere. I really like all the models and lights. The player movement felt fluid so it was fun flying around.
It was hard to keep up with all those pipes breaking all over but it did enforce an intense experience. One thing to note is that if I try repairing while moving, and then move just outside the repair "area", I get locked into the repair animation for a few seconds with no actual repairing progress happening.
Overall, it was a fun experience, and it definitely has potential for even more interesting features.
Thank you for playing!
For music, I recorded some sinister chords and added a lot of reverb and echo to make it eerie.
I was planning to make a big "boss" or two appear occasionally, but I just barely got the core of the game + some polish done in time.
An online scoreboard does sound like a good idea and incentive for players to replay multiple times. Thanks for the feedback!
A fun game and interesting take on the theme.
A few bugs for your concern. The spikes did not always kill, specifically when you had to guide 2 people. You could also squish the person through a platform where they would get stuck or push them through entirely and cheese some areas.
Otherwise, the mechanic is simple and well-executed, levels are interesting enough for one to continue playing, and the art style is nice.
Thanks for trying out the game!
Unfortunately, I did fail to put in a tutorial to explain that well. In the game's current state:
- Light blue damage is slash damage which only the swordsman is able to inflict.
- Purple damage is magic damage which the only the mage inflicts.
- Yellow damage is blunt damage which only the paladin, who is inaccessible due to a bug, inflicts.
If you inflict the same damage type consecutively on an enemy with armour, it will be blocked (does 1 damage). This way you need to mix up damage types on the same enemy to do full damage.
The more I write this explanation, the more I realize that a quick tutorial and/or better feedback would have been very beneficial.
Thank you once again for the kind words, and for reading that wall of text if you have. I tried to design the story and general atmosphere around the artist's characters and monsters art to achieve maximum synergy.
This was certainly a tasty little adventure. I like the implementation of the theme and the simplistic and clean art style.
Spamming QW the entire time got tiring though, maybe one button would suffice, or just have less spamming required as the platypus becomes more "efficient" at moving.
Overall, it was smart, short and sweet. Good job!
It is unfortunate because I spent a lot of time building 7 rooms with interactable items and some pickups to unlock the final door :( .
For combat, I've done classic turn based combat for the first time 2 weeks ago so the memory was fresh.
This time however, I wanted to do command-based combat like the one in Suikoden series mixed with the armor break mechanic for the theme. RPGs are my favourite type of game so the motivation was there :).
Thanks you however for the kind words.
Also, I see that you have had some misfortune with your game as well. Hope you have better luck next time.