Not yet. I’m still doing maintenance on it as mentioned here.
Noid
Creator of
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Yo, I appreciate the kind words and effort you put into making this playthrough of my game… but can you please post this somewhere other than here, like a Twitter account or some other platform?
I don’t feel comfortable with people posting external links into my comment sections (for security reasons, and frankly, because I find it kinda rude when someone repeatedly posts their own content on other people’s platforms).
Yep, I’m a sucker for pixel art… and this definitely scratched that itch. Loved the designs of not only the characters, but the environment as well. I’ve always wanted to try and capture a “cave-like” aesthetic using a classic 8bit style, but never felt like I pulled it off as well as here. Simple, yet very effective.
As for the gameplay, it is a bit more on the challenging side. But I guess it makes sense given the length of the game (kinda reminds me of how Contra for the NES is only eight stages, but each stage is fairly difficult to get through. One of my favorite childhood games of all time XD).
Anywho, great game overall!
Ooookay, I went ahead and inspected this more and found another bug in the Linux version. You’re right, the speed was way too fast on that version compared to the others (could be an OS thing). I updated the executables for both Windows and Linux as I did with Web. Now if you were running this on Windows, then I’m not really sure what the issue is. I tried playing the game on both my Windows machines and found no problems.
Also, with regards to having to start the page over again if you fail anywhere… that’s unfortunately the only functioning mechanic I was able to come up with in the short amount of time I had. Could be a good opportunity for an update in the future, though.
Anywho, I do overall apologize for the inconveniences. I’m trying real hard here to squander any playability issues that I missed before submissions ended (again, I only exported what I had while the jam was still active).
Hope you understand.
It… shouldn’t be? I just haven’t had any big updates to share in the past month.
You can also check out this Tumblr I made a little while back if Insta isn’t working for you.
Hey!
Yea, unfortunately I only have the insta. I actually just got off of Twitter cuz I wasn’t a fan :/
UPDATE: I made a Tumblr page if that works better.
Okay, so I went ahead and retested both versions of the game… and the input methods for each (at least on my end) seem to be working fine.
Considering this is the first time I’m hearing about this issue, perhaps it’s something unique to your device? Frankly, because I’m not able to reproduce the problem myself on either platform, that’s the only conclusion I can come up with as of now.
So sorry you ran into this! I wish I was able to help out more.
The game’s supposed to wait for the player to click their left mouse button before moving on to the next chunk of text. It shouldn’t be automatically going through the entire dialogue. Also, the minigames shouldn’t just be ending outta nowhere.
Is that what’s happening? Cuz this could be some bugs I’ll have to look into for a future update.
I was hesitant to make game updates while the jam’s still going on, but after a decent amount of requests to either add a skip button or checkpoint system… I’ve decided to make an updated version of the game (v1.0.1), just so people who’ve already played it can do so again without the fear of getting insta-killed. Because I don’t wanna change the main Web version until the voting period is officially over, this only applies to the Windows one for now.
Unfortunately, (me being a newbie to Godot) the way I did synchronization doesn’t really allow me to add a proper skip button without having to rewrite/reorganize a large chunk of the game’s assets. So as a sorta compromise, this newer version has a “lives” system instead. More specifically, the player will get three lives to use once the game begins before having to start over.
If you haven’t played the original jam version (v1.0.0), please still do so and base your rating off that version to keep things fair. Then if you wanna come back and play the updated one, by all means go for it.
I really appreciate all the feedback everyone’s given me. If any other issues arise from this alternative system, don’t hesitate to share :)
Really like the aesthetic of the characters, the pixel art is very fun to look at.
A couple of main issues I had:
- The movement. Imo character movement is kinda slow, and I’m not a huge fan of the friction while moving against walls.
- More of a nitpick, but the arrows at entry points. At first, they were a tad bit misleading, as there were arrows pointing to doors that didn’t really lead to anywhere important. Maybe there could be a better way to indicate available entrances?
Overall though, I’m really intrigued to see where the game goes from here :)