Yeah the game's code is kind of a mess, thanks for playing!
Pompasaur
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interesting suggestions for sure! i do want to make a sequel after finishing my current game project, and i will consider these when planning for it.
It's very unlikely that I will expand upon this build as I programmed the foundation really quickly with no consideration for scalability, so it would need to be a sequel which expands on the mechanics and fixes some of the gameplay issues.
thank you! rebinding is definitely something i'm going to have in all future games i make since it's pretty inconvenient to be stuck with whatever control scheme i make up. i want to spend my time making new games though, so unfortunately Gnarled Hag is going to stay in it's current state, warts and all.
The extreme punishment of just restarting the whole game when you die was to add tension for failing, but the rest of the game would need to be a LOT more tightly designed to back such a ridiculous punishment up, and I don't really think it is, there are plenty of instances where the player fails and it's not really their fault.
The end chase sequence I think is the worst in this regard, because the player loses an insane amount of progress if they die, and there's really no guidance on what you're supposed to do, so 9/10 it's gonna be trial and error. Just a fumble on my part that I'll need to learn from going forward.
Great gameplay video! Thanks a bunch for playing and the feedback!
I won't lie, I honestly think the end part is just poorly put designed, after having the player get so far I should've more clearly conveyed what they were supposed to do.
I gave the player about 2 seconds of time to react, and in a game where the whole time you've been taught to run, almost every player of course will naturally try and run and get confused when they can't move, then die to no fault of their own. It's a lesson I will take in the future to not be so VAGUE, or at the very least more forgiving with checkpoints or something.
Thank you very much for the feedback!