Hey, just want to follow up that I have located the bug and it's due to my poorly tested respawn handling. It would imply that to get the intended ending, it would require a deathless run-through of the game. Nevertheless, huge thanks for playing and for helping to find this bug!
meowley
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Love the story and art during the cutscenes. Big fan of the boss's attack sequences. Overall an enjoyable game!
Just some small feedback on the gameplay. Wish the tree hitboxes were a little smaller. I got myself stuck around the tree corners a few times running around. Also, the bullets could be a bit more visible. Especially in the boss stage with the purple background, it's really hard to see where the bullets are going.
Thanks for playing! I appreciate the feedback on the indication of enemies getting hit. I completely agree it must be frustrating to not know if any progress has been made. As for the second red barrier, do you mean the barriers are still up after the enemy is defeated? If that is the case, it would be a bug on my end and I'm sorry that it softlocked the game for you.
Hey, really appreciate the detailed feedback! I agree completely that the gameplay gets quite repetitive and boring after a while. It was rather late in testing that it set in and there wasn't really much time to add more substance to the gameplay. I think your idea of having a distance indicator to indicate that there indeed is a goal is brilliant! Definitely putting that on the top of my to-do list if I ever get around to further work on this game. Thanks for playing the game!
Love every part of it! The splitting and combining of the cubes look great. The mechanic looks like it has tons of potential. The dialogues make the whole experience very personable. Would love to see this mechanic be extended to a full game!
I also thought when I saw the theme that chromatic aberration could be turned into a mechanic, but never really came up with anything. Really glad to see someone more creative get it done!
Great ambiance by the snowy weather, lantern lighting, and music. Not sure about the guidance on the progression though. There are lots of nouns floating around in dialogues but I couldn't quite figure what what they refer to. The red keywords in dialogue also tend to overlap with the red brick road, making it hard to read.
Very interesting to see Voronoi being used as a core game mechanic! Personally, I find it unintuitive to come up with any strategy. The action wheel UI is also rather cryptic and hard to associate with the corresponding action, even after reading through the tutorial. On the other hand, huge fan of the transition screen. Would love to see that aesthetic through the whole game! Excited to see how far this idea can go with a bit more polishing on the aesthetics and clarity of presentation.
Wow! Insanely creative game! A tad bit confusing in the very beginning but once I got the gist, I couldn't help myself to go for a second playthrough. It's very impressive how well the hand-drawn aesthetics work, even more so that you did it without a game engine. Getting massive Ib vibes in the best way possible!