The mechanics of the hammer are very interesting and satisfying! The mouse is super cute, even when she swears a little. I would try to stick to one screen pixel resolution, e.g. 640 by 360.
Pies Dariusz
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Publishing the game independently on Steam sounds good, and I really appreciate your support in considering it. While I take on a lot of tasks myself besides coding, like design, animation, art direction, management, story etc, I still rely on the support of my wonderful friends. Unfortunately, hiring a full-time programmer isn't something I can afford right now, but having at least one full-time programmer is crucial to finish this project. I greatly admire all brilliant solo gamedevs.
The game loads on full screen, nice, I experienced it completely differently thanks to that. The complexity of the levels is interesting and you want to get through them. Well done! In my case there was a bug that two songs were playing at the same time - it worked out interesting because it introduced anxiety! Controller is fast, but I think it would be useful to have more control in the air, i.e. falling from a jump a little slower?
Totally agree. We decided to ourselves not to crunch and overdo the content. It came out surprisingly solid. The guards came out as simple as possible, originally they were supposed to have a longer range (without showing a line of sight) + the ninja was supposed to stun them. It would be very cool to develop this game further! Thanks!
I think the natural pink food can be watermelon!
This drifting control is surprisingly cool. Changing colors also adds some life to the game. I like the idea of not forcing player to enter Labiryth, like the menu its integral world of the game. Maybe add something collectible or storywise element in labiryth to give a reason to player to enter and get out of it? I noticed that the music starts every time you start the game or level, die. Maybe it could just be constantly looping?
Finally some cute dog in the game! The dog wiggles its ears nicely! :D I think you could easily enhance the gameplay by improving the collisions(the dog has too wide) or to be reflected through graphics. For example, crushing presses kill from the side - maybe it should be something burning/spiked so that we know that it is better not to touch it from the side.
If it came out on atari 2600 it would be a hit! Amazing that it takes so little to build the mood! I think that one design element could be added - one that could be further expanded, would make the game very exciting! But what could it be? A item that increases the light, someone to rescue, some monster in the dungeon that follows us, or maybe something interactive in the audio?
I beat the game and found a bug (description below).
Very nice! And cute website itch.io. Puzzles also good and well thought out, it has to be a pleasure to make those. I wonder if the pacing of adding new elements is too fast? On the other hand, it's Jam and the game is surprisingly polished and has an awful lot to offer. Especially in the end with a "mushroom dynamic lights" hehe.
I found a bug! at this point in the video I can flip the light to the other side. If I'm not mistaken in another place later I can also cheat like this.
Great job, the puzzles are well thought out and force you to think non-linearly. Bravo! A co-op would sit very well here. The fantasy of robots could translate as if one robot charges in the sun and the other overheats and therefore one likes light the other dark - there is many ways to develop this idea. Or in a completely different way, maybe a fungus and a plant, one likes dark the other light... Sorry that I think out loud, but Jam soooo strongly stimulates to invent and brainstorm! :D
Hi, a long time YN fan here. I spotted a big bad bug - when you are in hell (teleported from forest world) in location near drink vending machine - the nearest Toriningen touch you, youre not sent to some trap world - instead game closes with message "call event limit has been exceeded" (kinda cool way to break fifth wall ;P ). Anyway, good job and thank you.
Hey, I understand this is your project that is in development? I played a while and got feedback.
- Very cool idea with the movement of the leaves on the trees, maybe if the shader moves slower and in some kind of rhythm - it will be even better?
- I can see the difference in resolution (pixel size) between e.g. effects and the sprites themselves.
- As a player I had such a need to see more, maybe it is worth to move the camera away as Hyper Light Drifter is.
Thank you! We are halting production. :( Maybe some miracle happen over a time. I agree that a small game would be a reasonable move now.
Interesting anecdote, when we were considering a new resolution for BR to make it pixel perfect scalable, I also made the smallest one, that is 320x180 ;p mini BR ;)