Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

qntnt

20
Posts
1
Topics
3
Followers
1
Following
A member registered Feb 20, 2020 · View creator page →

Creator of

Recent community posts

The save system was a little rushed, honestly. I'm not surprised there's some bugs with it. I'll look into fixing the issue if another person reports it

I've only tested the game on my best computer, so there could be some performance issues on other machines. Thanks for the report

Nice glitch! Very in line with the theme, so I think it's a valid best time

New update online. Still very much a work-in-progress but it at least has a timer

Thanks for all the testing! Toggling abilities was an idea from really early in the jam which I remove in the next version of the game. Should resolve some of those bugs you called out.

Speedrun timer is already implemented in the next version. It'll show your your current time and best record.

 I have a fix for the weird volume sliders. 

I don't see a need for "reset" with R key at this point.

I also have a save system implemented that quick saves after dialogue and when you pause the game. There's three save slots too so you could do multiple runs of the game. 

I'm also including slightly better indicators for those blind jumps and revamped physics that are less "slippery"

Thanks again and I think you'll like the next version :)

Thanks for sharing! It's super helpful from a game design standpoint to see how you play the game. Will definitely help in designing levels in the next version.

If you found any area too frustrating, please let me know. Balance is hard

Thanks! I'm definitely going to continue this project for a bit. Right now, it's sitting at around 30 minutes of gameplay but I want it to be closer to 2 hours minimum.

I've already started making custom art for it, so the next version will at least have a custom tileset. If you want to collaborate, just let me know and we'll chat about it

That's true of games like Celeste. But this game is supposed to combine elements of Celeste and platforming games with the frustration of games like Getting Over It and Jump King. The design goal is for the player to overcome debilitating setbacks and failures. In a way, losing progress is the game.

Your quote is gold though. I've tweaked the physics slightly in the new version to remove the "slipperiness" of the character, because the platforming is still almost as hard and I want the player to blame themselves and not the game. Be on the lookout for the next version in a few days.

(3 edits)

Such a thoughtful review! Thanks so much! I'm really glad you were able to make it to the end. As for the difficulty, I want to keep it hard since some of my favorite games have similar difficulty. But Celeste has a nice option in the settings to enable accessibility features if needed. I think I could add some optional checkpoints and adjust physics or game speed through a setting so that hardcore and more casual gamers could enjoy the game.

I'm really surprised that you found one of the secret areas. Sorry I ran out of time to add something fun there. They will have stuff in the post-game-jam version

Agreed! I'm definitely gonna update this with my own assets

Yeah, the difficulty is a bit harsh. I think this one would probably be best with a controller (adding that after game jam ratings)

Good game. Got locked into destroying something. Couldn't figure out how to cancel that.

Really unique! Never thought I'd see a print-and-play game in a game jam. Don't have time to play a full round, but I love the concept and the rules seems straightforward

Nice little demo of what could be in a full game. Kind of getting Zelda vibes.

Pretty fun! The combat is quite difficult actually.

Pretty fun! The combat is quite difficult actually.

I got a 00:03:13.

Sorry I ran out of time to add a speedrun timer to the game. Will add after the game jam ratings

Rules

Use a stopwatch on your computer, refresh the game, and record your time.

Start queue: When the first dialogue box loads

End queue: When you enter the portal at the top of the mountain

(1 edit)

Loved this! Really addicting. Will update with a full review when I max out the shop

Edit: Still a great game. Would be nice to have a win condition, tell the player congrats, and then let them keep collecting moths if they want

All good points!

I think I chose those controls because I've been playing a lot of Rogue Legacy 2.  After the game jam ratings are over, I'm going to clean this project up a bit. First priorities are - add more control layouts, controller support, fix some minor bugs, main menu.

Later on, I want to support custom key mapping for actions and stuff. But that's a bit more work