Haha thanks, I made a few custom animations for them. I generally like to add some bonus content to the games :)
Nexreon
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Hi there! Thank you for your feedback! The game was indeed supposed to focus more on the puzzle / platforming elements, but we're also planning to expand on the title and give it a bit of a new take. Well the timing was definitely made to fit the jam's theme, but we're still thinking if we're going to keep it as we develop our project more in the future. There's an idea we've got for the very moment and we might try to focus on giving the world some lore and exploration / discovery parts in the future - We did in fact try to make this Celeste-like game here, but we're not sure if things will remain as such. Right now we're trying to agree on what do we want to do next and I think we might be getting back to work somewhere around the end of July :)
I could ask you though, if in your opinion using less of those platforming levels could be better for the game? I know that the wall-jump was pretty troubling and we've actually fixed the bug it had quite recently (we cannot post beyond the jam's time though), but I'm wondering if the levels themselves seemed confusing, might ask as well if in your opinion there should be some kind of a boss, so far we skipped this to focus on polishing the art, programming and music.
About the combat, there is an animation for a second enemy type, but the time ran out quicker than we thought and we had to put it aside temporarily. But we'd definitely like to give some more attention to this part, we're generally thinking about refactoring the code and re-thinking some mechanics of the game to encourage exploration rather than precise jumping.
Hi there! That's a good insight! To be fair the part where you fall off the wall while jumping onto the wall wasn't really intended and we're pretty much fixing that issue right now.
I could ask though since in our previous game the players had some mixed feedback about the dash controls - it seems that some prefer to use SHIFT for that mechanic while other players tend to go for the Mouse. I might ask if at least in your opinion rebinding the dash key to the shift would improve the dashing?
About the combat, we're planning to rethink this part in the future - do you think that the timing mechanic made the fighting parts more difficult / frustrating? Basically what I wanted to know is that if you'd enjoy the combat more if you wouldn't need to sync with the beat of the music, do you think that the enemies are missing a knockback? (Note that you can turn the Metronome on in the game's options)
Thanks for your feedback! :)
Hi there! Thank you for your feedback! We're working on improving the walljump mechanic. Feel welcome to replay our game again when we'll have an update, your progress should be saved to the latest checkpoint that you've reached :)
Do you perhaps remember at which part did the music overlap? Was it by any means the part with a very huge moving obstacle? Or did it happen around the level introducing spikes or nearby one of the three modules that you can obtain?
Hi there! Just wanted to thank you for an awesome reference material! I've worked on a new game with friends and this is what we've got for the jam's submission date, also added you to the credits for the original sprites I've been learning from obviously :)
I've been pretty much taking care of both the tiles and the animations so it helped me to quickly get the necessary sprites done, make some tweaks and focus on the look of the levels and custom animations. And this is the link to the game!
Hey there! I really love this asset pack, I'm recently trying to make animations and some form of a game prototype basing on it! Can't wait for the slide animation too :)
Also just in case I wanted to share some results. At the moment I'm using the template's animations to recreate the player character. I'll work on a custom tileset later on, for now I'm pretty much prototyping.:
Hi! Thank you so much for your feedback! May I ask in which part of the map did you manage to open the pause menu? I'm pretty much sure we've been disabling it from appearing in this version for the jam. Or perhaps could you tell us which keys did you press causing the pause menu to show up? Someone before you has mentioned using down arrow but it's not bound to anything. We're trying to replicate this bug on our end :)
A really lovely game with simple but very enjoyable game mechanic and beautiful artstyle. After two hours of solving the puzzles I wasn't really able to get to the end though - I've had a hard time figuring out the Otter, Deer and Squirrel puzzles but I might try to solve them once again at some point. I do believe the player should be given the choice to enable some form of subtle hints since from my experience I've been moving around the whole map a few times trying to figure out which abilities should I get first before moving onto the next puzzle. I think it'd be enough if there'd a small flickering effect on the minimap if the player should head to a different place first before continuing their journey. But overall I'd say the game's very fun and it's definitely a repeatable (as in you can play it more than once) and enjoyable experience. :)
Thanks for the feedback! Yeah to be fair we kind of wanted the colour palette to appear dark and cold at the same time, I believe this is what adds a bit to the cosmic feel of a game - the space here seems unhabitable and cold and it kind of adds to the idea that you need to escape as soon as possible. This is at least how I see it. :)
Thank you! There was a plan for a weapon selection mechanic, but it'd require us to spend more time on making sure there were no issues with it before the release. But we might introduce it when we'll work on this project again.
May I ask what else besides additional weapons could improve the combat? :)
Thank you! We might add some direction indications in the future! Some players have mentioned the same issue before, getting to those dead ends and then pretty much running out of oxygen. If we'll continue this project in the future (as our team's motivation is quite high!) we might add those to make the player capable of telling where should they go. Thank you for your feedback! :D
The choice of colours was actually based upon some memories I've had playing a certain videogame. Generally I really enjoy using shades of blue especially with black or it's more saturated variations. :)
Really pretty game! I've noticed though that the player can appear inside of walls of a 'warped level' at certain spots - sometimes it's possible to make a quick combination of jump + dash + warp to clip through a wall, but I'm unsure if it's an intended behavior. I've been a bit confused at first about the controls on the menu screen, I've been trying to press space (for select) before figuring out the player had to press X to jump into the game. Overall I think I had a pretty fun time playing it! :)