Really nice, good job.
neutrix
Creator of
Recent community posts
Just played through this, really really good! Couple of thoughts:
1. A blob shadow below the sprites would make it easier to gauge depth, and would make some of the jumps easier.
2. There appears to be a bug where gravity keeps accelerating you down when you are ion the floor, so if you don't jump and then walk off a cliff you drop downwards at the speed of light.
Also, one question, is there a shell on the secret level? I wasn't able to find one yet.
Thanks, great job!
I really liked how many arrows this guy can throw. He was on a mission for that bread.
Shadow casting effect for line of sight was a nice touch. Ideally I'd like it to pause briefly after I lose so that I can see my score, which I often missed because it got quite hectic.
Really fun idea, enjoyed playing it, good job!
Thanks!
Yes, the disappearing walls was very intentional, as otherwise it would have been difficult to see what is going on. I originally had slightly more complicated 3D models for the scenery to add some wall depth, but it got difficult as bits of them would appear over the view so I simplified them to planes. I did it by using backface culling, only the fronts of triangles are rendered, so if I orientate a wall away from the player it disappears automatically. I just have to be careful not to have any triangles that can be seen from behind a wall at the cameras viewpoint.
The red key to get in to the room with the hearts and extra ducks? SPOILER WARNING: Its behind the right pillar in the room below
Thanks, all very useful feedback!
Targetting reticule is a good idea, I think you might have had trouble with the aiming because it projects the mouse positition on to the ground plane, which might be a bit low. Perhaps projecting on to the mid-height of the enemies would be more natural. Either way a reticule would help give feedback to adjust.
Enemies are one area that I think is a bit lacking. The logic for them is very simple, with just a radius to the player and some simple move towards the player logic. I had intended to make use of raycasting line of sight for each enemy, but ran out of time before submitting. I would also like to add navmeshes at some point to prevent them getting stuck.
I agree that I really should have exported a web version, I did try it and ran in to a few problems getting it running locally on my machine and was running low on time. It might be worth me trying again when I do the update release after voting ends.
I really like this idea. A game where swinging affects gravity and allows you to rotate the world is absolutely great.
However, I struggled quite a lot with this game and didn't get very far because I died a lot. My main problems were that I couldn't work out how to swing on the rope, and I struggled to understand how gravity got changed. I guess down became the angle of the rope with what you stick it to? I also managed to get stuck at the beginning by swinging back and rotating the level 90 degrees and falling to the left from the start position. I then couldn't go anywhere or rope anything.
Control gripes aside, I did enjoy what there was and would really like to play an updated version with tweaked controls to make it easier.
Fantastic atmosphere, very eerie, and I had my headphones too loud so jumped out of my skin a few times.
My only complain was that it took me a little while to realise that the dark ghosts were coming at the end because I couldn't see them. Once I saw them I realised pretty quick I could use the light to scare them away.
Really really good game, well done.
I think I have now addressed a fair number of the concerns that people are having over the game, but I don't think I'm allowed to upload an update until ratings have finished? Anyway, in the latest version (not uploaded yet) I have made the following changes:
- Removed insta-kill spikes and replaced it with the player losing a heart and respawning at the location they were last on solid ground
- Less strict jumps by having "ledge protection" that still allows you to jump if you were on the floor very recently to prevent not being able to jump if you time your jump press slightly late. This makes the jumps at the end much easier.
- Removed "spammable" attack by limiting it to 2 shots a second, making
you need to be more careful about how you aim, especially with more enemies around. - Added an extra level in the middle of the game.
- Adjusted the camera to be a little higher and looking down a little more
- Removed "goblin speedup" on hitting them with right click attack as it wasn't clear that this would happen.
- Fixed some of the "torch in front of player" bugs
I'll upload as soon as I know that it is allowed. Thanks all.