Thank you for playing the game! that bug is an intended feature >_< every 5 waves the floor drops and changes color to indicated that the player is making progress, either way I appreciate the feedback and I'm glad you enjoyed it <3
Minenik
Creator of
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It certainly felt more of an reaction puzzle, being constantly on the verge of dying made it feel that I had to act very fast, even with the unlimited retries it does feel that you're always "in the moment" because of the ninjas running at you. This compliments very well with the intense music as well, I think you clearly nailed the vibes for this one
Thank you for playing the game, kind words and also thank you for the feedback!! <3
The UI being more compact is a great idea, problem is I was working in pixelated resolution and tried to upscale the screen 2x-4x rather than using other methods, leading into the text being kinda locked in on a very big font or else it would unfortunately break, I've learned from my mistakes though and I shall make sure that in next projects I try something different >_<
Want to start by saying the art is amazing, I can clearly see the vision you're going for, a little feedback would be to increase the attack range by a little (when attacking from the right) or make enemies get knock backed away from the player when hit, this is especially noticeable when enemies are coming from above as they can collide with the player before being hit themselves. I did get the feel for kiting the enemies, but it can be a bit frustrating for more casual players. The attack animation when attacking from the left side bugged out for me therefore I tried to position myself so they either come from right or below me. Also I was a bit unsure what exactly made me progress to the next level, by killing enough enemies or by surviving for a period of time, I would've liked a visual representation of that on the UI.
Either way very awesome job on the visuals, the game does have an artistic hook and the setting for the story is also there, would really enjoy to just play more of this game as it was fairly short :p
Thank u soo much for the feedback! I put a lot of emphasis on the artistic representation and I was a bit scared of making the progression too halting so the player would start feeling disinterested, glad too hear that ppl want more challenge. Also the invincibility is a great idea, again thank you very much for trying out my game!! ^-^
The pixel artstyle is super cool, I had a hard time understanding the mechanics, at first I thought I had to press space at the same time as the star became bigger but after some testing I realized that I just need the red circle inside the star. It was a bit difficult at first to get used to the attacking phase, but it did become better once I got the hang of it.
Hp bars under the opponent and the player sword character would be very nice, as sometimes I do damage but I have no idea if my critical or normal hit did enough or how many more hits I need to win.
Also player choosing a debuff when they lose a fight is a nice idea, I do not really know what "spirit means" (I recommend adding a tooltip explaining the stat) but every other stat seemed understandable. It would be nice to also see how much the player has of the current stat. For example when I choose critical damage multiplier I can also see my current critical damage.
I really like the map, feels very "slay the spire" inspired, maybe a cross out (or another visual representation) for the fights that I've completed would be nice
Cute neat little game! I really liked the sprites and the very happy atmosphere it gives, a small little tune (some simple music) would be great to fit into the environment! Also I would love it if the controls could also integrate with the mouse (like left click is burn and right click is push (but that might be personal preference)). Other than that it certainty feels very well made, I truly enjoyed the helpful tips like showing what buttons to use, and the tab showcasing what I need to find and where I should go. ^-^
thank you very much for trying out the game ^_^ The bug comes from notes not removing their collision when when you pick them up. This is just a skill issue by my hand as I couldn't figure it out in time and thought that it's ok to still have it in because it does not affect any progress in the game and hopefully does not cause any nuisance. I also do not know if we're allowed to edit the project after the submission timeline >_< - From main programmer
Loved the psychological aspect of the story and the way it's presented, my feedback would be to being able to aim with the mouse, maybe make the upgrades also focus on the strength of the character (like being able to double shoot or shoot faster and do more damage, also the last upgrade saying hp +10, I had no idea how much of an impact +10 hp is would be nice if it showed a percentage increase like hp +200%, as a player I then have an easier understanding if I want to focus on upgrading it first or not). This is more of a personal choice, but I would zoom out the camera a bit, because sometimes when I see the shadows or enemy bullets they come on the screen faster than me reacting to them which leads to kinda an unfair feeling (I love the character sprite and I understand the decision to make it more zoomed in (to see the sprite better as well) as that does make each encounter with the shadows more threatening if I am not playing cautious and just running around). Either way I think you guys have something really unique going on with this one <3
Thank you so much for playing the game! I completely understand were you're coming from with the difficulty, initially we wanted difficulty to not be an issue as I personally just close a gamejam where I am dying/restarting over and over again (it just doesn't feel the right place for a hefty investment, if it was a steam game I would think otherwise). I am personally really happy you liked the art and music as that was my biggest focus in this game ^_^
And thank you for the feedback on having a sprite when reading notes! I for sure considered it but due to lack of time felt like I needed to focus on other stuff. (this was my first time making a full game in godot therefore I did not know how much time each idea is going to implement - from main programmer)