No problem! But I have to ask: did you intend for the mount area to be possible to reach with just float and wall jump? Or did I really do something not intended?
PmkExpert
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I moved around the rooms as much as possibles, nothing triggered. I guess you mean a cutscene is supposed to take place behind the wall that the room with the crystal/warp point has, but nothing happens when I move around the room.
Maybe I broke something by trying to enter the crystal before the cutscene started?
Yes. Once the fight ended, I got the cutscene with the rival with the awakened blade near the statue, got the powerup, walked to the checkpoint to save, entered the room with the warp point, tried to enter it to no avail, got back to the previous room with the rival gone and then tried wall jumping all over the two rooms to try to escape them.
As I said, I was able to use the two warp points before it, but then I couldn't use them to get back to where I was, so maybe the hardlock bug is linked to that.
I played quite a bit of the game and I was enjoying it. The game for sure needs more polish, especially for the controls: the movement is a bit chaotic, with the character getting stuck in collisions often, among other issues, and, up until my current progress, combat was very easy, as I could just spam the claws to win every battle (only the witch boss gave me trouble, but I've still beaten it on my first try).
Despite this, I was still having fun: despite the lack of polish, the gameplay has some interesting depth to it, the story is pretty nice and with a lot of lore, the optional collectibles are fun to collect and, overall, the game has a lot more content than I was expecting. Also, while a lot of graphical assets are a bit too crude, the character design is very cool.
If you spent some more time polishing it, it would be a very good game, for sure deserving to be a paid product.
Sadly, I can't play it anymore because it appears I have hardlocked my save file. After getting the ability to wall jump, I went directly to Mount Evermore, the gray area, which it didn't look as intended: it looked like I needed a double jump to get to the ladder leading to it, but I was able to glide to it from the right.
I did get some sort of warning sign as, after unlocking the first two warp points, I couldn't use them from the hub area to get back, but I insisted going forward until beating the lady of the lake and getting the ability to recharge the double jump. The power-up description actually mentions that I don't have the double jump, which confuses me, as I don't know if it means that the double jump is intended to come after or if you knew this area could be reached without the double jump.
And this is where I'm hardlocked: I can't enter the warp point that looks like the only way to leave the place I'm currently at and, because I used the save point in the room before it, I can't continue the game.
I actually tried modifying the save file: by testing, I could change things like the number of pages collected, but trying to change the variable "current_room" is fruitless (the variable was set to "ME_The_darkness" and I've tried to change it with names I could get from other variables, but the game kept spawning me in the same room I was stuck).
I don't really want to restart the game from the beginning, so, unless I'm able to hack successfully the save file, I guess I'm done with the game. But I would be willing to give it another spin if it was updated ;)
However, if you're done with this game and are working on something new, I'm sure your next game will be very good: it's super evident that you worked a lot on this game, giving you lot of useful gamedev experience. I'm excited to se what you'll do in the future!
Saw your post on Bluesky and wanted to try the game, but ended up playing all levels (I did it on Firefox with no problems other than the new page).
The camera is indeed too jerky and it doesn't help that the cute little cube starts moving too fast (I guess you aren't using a lerp for movement?). Instantaneous movement is a valid game design choice, but the camera suffers from it: have you tried enabling position smoothing? Even just a little can help a lot. That said, turning camera movement off is definitely better; maybe it should be off by default.
Gameplay wise, I think the higher jump after dashing into the ground is underutilized: after the tutorial, I needed to use it only for the last jump in the last level (I for sure missed some speedrun skips that could use it, though). Also, the tutorial for it is a bit misleading, as it requires a dash upwards after it, which made me think I was doing it wrong by not jumping higher: maybe you could remove the need for the upwards dash by putting spikes on the ceiling and using the fact that the higher jump is shorter than the dash.
As for nitpicks, one of the messages at the top of the screen came out as "null" (don't know if is intended) and, finished the last level, the "next level" button does nothing (you could rig it to take to a win screen or just the level select screen).
I like how the cube is cutely animated and the level design was pretty good! I liked how it offered multiple routes and the secret on level 6 (which I actually reached a couple of times by mistake, so maybe it could be made a little more difficult).
Also, thanks for putting key rebinding: I greatly prefer WASD to arrows, so it always irks me when a game force me to use keys I'm not accustomed to.
I had fun! You could for sure work on it a little more and it would become a great little game, but even just as Godot practice, I think it served its purpose :)
Falling Blows is a difficult platformer where, instead of risking falling down, you have to avoid going up. It is in active development, but you can try the demo right now: it features the first 15% of the game and fully functional settings and key bindings menus.
The game is set in a place full of updrafts which you can use with your parachute to get to difficult to reach places, but, if you're not careful, you can get caught in them, making you lose progress.
Sounds too difficult? You can activate practice mode and try as many times as you want any jump: it's a great way to learn how to proceed, but once you know how, you still have to do it without a second chance!
Download the demo here: https://pmkexpert.itch.io/falling-blowsHello! Minimal Slide is my first commercial game.
6 months ago I wanted to see how quickly I could make a game for Android using the engine I had used for just more than 1 year, Godot 3, and a puzzle game seemed like a good way to make something that played and looked good despite the little experience I had. Thanks to the engine, though, the game was easily portable to Windows and Linux.
Believe it or not, my favorite puzzles from the Professor Layton series were the sliding puzzles where you had to move tiles of various shapes to bring one of them to the goal, so I decided to create exactly that! Don't worry though, the levels are divided in three difficulties, making the game enjoyable for everyone.
To spice it up, every time you beat a level for the first time, you win a random amount of coins you can use in a shop to buy ways to customize the tiles, but there also a small chance of unlocking a special customization sets with unique effects!
You can buy the game here on Itch.io, or download the free version for Android on the Google Play Store!