Yes... What's the deal with you?
Michael Games
Creator of
Recent community posts
Thanks for the feedback!
I am happy to hear you appreciate some of the things I spent time worrying about (like the time mechanic effects and feedback).
When it comes down to it I probably spend a disproportionate amount of time on the more aesthetic things... which is good, but I often ignore other important aspects.
Thanks for the glowing review :)
Thanks kkairos!
Yeah, I agree the game design needed more TLC when it comes to the time mechanic and the related puzzles. I think it's good on paper, and could be in practice, just needs more time to play with it and figure out interesting ways to leverage it. Plus, I wanted several more puzzles, they just ended up being hard to design and implement in the jam time-frame. I may pick this concept up and try to polish it more though...
Thanks for playing!
I will have to see if I can reproduce the audio issue you had with the Vilkan build... It sounds like it was specific to that one, but I haven't experienced it or had other reports of the issue so far (that I noticed). Thanks for letting me know.
Thanks for the feedback on the time mechanic - I think I spent so much time fine tuning how it worked I never left time to design cool challenges around it. I honestly felt the same issue with the time boxes while play testing it towards the end of the jam... So I'm all ears there.
Thanks for the feedback!
Thanks for playing! Your feedback makes sense. As an artist primarily, and doing this solo, the art is definitely my strongest skillset. But I have done enough dev work to have lots of code and experience to pull from. So I Actually often feel like I am under-developed at the gameplay/design aspect.
The feedback is great though, and I think I would need to rework how the dash works - maybe seems at odds with having a back-step since they both serve similar basic utility?
Thanks again!
Thanks for the feedback and compliments!
Yeah, the time puzzle mechanic took long enough to wrap my head around, I hardly had time to design good puzzles. For example, the large room just prior to the final bass (2 rooms prior) was intended to be a big behemoth puzzle. But I had left it for last, and ran out of steam/time.
Thanks for the bug reports as well, I'll have to fix those :)
Thanks for the feedback and compliments! I definitely waffled on the HP for the final boss.
Out of curiosity, did you upgrade your weapon? There are 2 weapon upgrades, which lands you at 40 damage? The boss may still have felt tanky with the upgrades though. I only play tested him at full health once before I had to publish, lol :)
As for the speed - keep in mind it's subjective. So, you may have tuned it to feel "spot on" for what you envision as your target gameplay experience. So... if the gameplay further justifies those decisions, maybe they are good to leave alone.
In other words, take the feedback with a grain of salt :) I hope you continue to work on it!
I agree with some of the other comments. I felt that there was something interesting and worth exploring, and loved how the level and character changed color as I entered a new area.
But, the controls and character movement eventually caused me to stop playing. I too experienced falling through floors, and strange jittery movement. It was hard to jump onto platforms, as the player would suddenly move erratically and cause me to jump past them.
I think if you figure out the player controls and fix the physics issues there is something really unique here!
Awesome concept with the jump/attack chaining, etc. Really well thought out and executed!
I did find that the platforms that turn yellow and hurt you were frustrating to predict - I wished they would change to a warning color for a second before they become lethal so that you could read the room better.
I almost didn't try to enter the door at the beginning of the level - but I'm glad I did. The extra room was nice, and it only made me curious to see more!
A good start, the basics (controls) feel pretty good and responsive, which is great. I agree with what Raptor9999 said - the players movement speed felt off to me. A little more speed would be good.
Wait, so there's no jump right? Haha, I am pretty sure that was the point of the game? But it was a little confusing at first.
I think that the controls could be improved a little by simply separating the action and the movement so that you can use two hands to play, it was hard to coordinate jumping and turning, etc while playing with only one hand. But I like the idea of using your attack to perform the different abilities!
I also really liked the map and game progress screens - that was a nice touch!
"What Are You?"
"I am a Space Wizard!"
Loved it. The lava was a show stopper, but I started over and avoided it. I felt that the enemies and combat was a little stiff, but the package as a whole was very well done! Good mix of challenges, loved the ability upgrades, etc.
Kudos! One of my favorites for sure!
Loved it! I too experienced slowdowns on a decent PC - so I assume there are some issues to resolve there. Maybe make sure your art-elements are set up properly. Wasn't sure the engine used here, so not sure what to suggest. I also was unable to use my ps4 controller for whatever reason.
The atmosphere was great, and the idea for the puzzle elements was nice. It took me a bit to figure out the full utility of the first item gathered.
Great work!