Interesting concept for a puzzle game... I got stuck for a bit because I didn't read the instructions, but once I understood the goal I made it past the tutorial 😄 The hardest part is definitely just keeping the buttons straight and executing the solution you want, though I was playing on mobile so that probably made it a little harder.
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Oh no 😟 I'll look into that bug. I think that comes from some code I changed in one place and not another...
Anyhow, thanks for playing! This will definitely be a longer game with a save system in the future; though for now it's very short. There's just a small section after clearing the dungeon at the moment.
Interesting concept, good control, good artwork. The progression is decent but I think it would feel nicer if there were some occasional money bonuses. The predictability of doing the math in your head like "okay, I want that upgrade so I have to do exactly 4 more runs of this build..." instantly puts you in a calculated grind mindset, so tossing out an occasional moneybag pickup to shoot, or a multiplier for not taking any damage in the level, or things like that could alleviate that feeling.
Thanks for playing!
There are 4 equippable items in the game, but 2 of them are optional. One is hidden in a secret location in the dungeon, and the other (the Laser Pointer) is an item I was going to use for a second dungeon, but didn't have time. You can buy the Laser Pointer in Luna City and use it to distract enemies (Goblobs will jump toward it, Poisonblooms will swipe at it instead of the player, etc.). So if someone is having trouble with the boss, it can be worth the time to grind some Gemcoins to get it. I don't want to spoil what the hidden item does, but it's something longtime Zelda fans are sure to appreciate :)
WOW. Gorgerous artwork -- the waves, the weather, the relaxing music -- I was absorbed in the atmosphere of this game for a solid hour. And I still only managed to catch a little over half of all the fish :G
Snapped some lines before I figured out the mechanics, and I did run into a few minor bugs (I've attached a screenshot of my favorite one 😛), but overall this is an exceptionally chill game you could get lost in for a while.
Thanks for playing! The first (and unfortunately only) boss is pretty tough
-- he's kicked my butt a few times, too :p
I agree about using the sword upward. It technically has the same range in any direction from the edge of Sarah's hitbox, but the perspective makes it feel off, which isn't something you want the player to experience. I'll look into ways of adjusting it for a post-jam build.
The rules on when the blocks would go down seemed a littly wonky at times, and it doesn't really make sense that landing on the top of a falling block kills you (though I understand where it comes from code-wise), but fun otherwise. The simple graphics are very clean-looking and it has a nice difficulty ramp. I enjoyed it overall. Thanks for sharing!
Yep -- we're using Game Maker Studio 2. I can point you to the documentation for Cameras, but I don't think I could explain it very well myself. Through a lot of trial and error we somehow got our 3D camera to work, and then we didn't dare to ask too many questions. Anyway, thanks for playing!