Very nice submission, looks promising. I got spooked by those enemies. The outline shader effect looks stylish. I like the bow drawing animation. It would be cool if firing had a bit of animation too. Also, aren't bows meant to be held straight? I guess this is the gangsta/drive-by version of bow holding. If you continue to work on it, more interaction of the elements with the environment could be cool. Also, I shot an arrow straight up in the air and it hit me but it didn't hurt me.
rburing
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This is a pretty cool concept. I like the controls and it feels good when you manage to survive a section. Like others have mentioned some of the spikes were impossible to avoid the first time, which seemed unfair. You could also get caught on the edge of some of the doors that closed. The music restarting each run is quite unpleasant. I expected the music to loop, especially since a game can be over very quickly.
Very nice 3D platformer with quite a big level. I lost the purple ball at some point unfortunately (when you have to hit the big red button). Also I agree with MessMess that the precision platforming on the tiny platforms in the very beginning felt a bit too hardcore, especially given the easier section that comes just after.
Fun feedback loop! The two activities complemented each other very well. I would have liked to see the total number of gems collected while still in the spaceship (number go up, feels good). Like others have mentioned the bullets being parented to the player is a bit strange/overpowered, and the WASD + Arrow keys controls are a bit awkward.
"PC LOAD LETTER? What the hell does that mean?"
Good start of a game. I like the idle animation of the character. Like others have said, some audio would add a lot to the experience. There is a small bug where if you press forward or backward at the very beginning of the game, the sprite rotates so it's not facing the camera (it's fixed as soon as you move in another direction, so no big deal).
Thanks for playing and for your feedback! Indeed there's a bug with the leaderboard which I've now documented on the game page. Since I saw you reach your score live on your stream, I've manually added your score to the leaderboard.
Very cool game design! It wasn't immediately clear to me that I could refill resources by entering the circle that is left by defeated enemies. On the other hand, after trying once without refills you'll probably realize that there has to be a way to refill, and you'll naturally try to enter the circle.
Nice prototype! At first I was trying to attack without locking on, which didn't do any damage. If locking on is required then I wouldn't play the attack animation when you're not locked on, and maybe indicate visually that you have to lock on first, or even lock on automatically. Also, being able to walk through enemies feels a bit like cheating.
Cool concept! If you continue to work on it, you might want to add some detail to the floor or the background to give visual feedback that the player is moving around in the level (since the level is bigger than one screen, and the camera follows the player). On the (Linux) desktop version I sometimes had to click the weapon to discard multiple times before it worked (not game breaking but would be nice to fix).
Nice platforming game. I liked the character's design and animations. The level design was cool, though there could have been a few more obstacles (like spikes) near the end. I also died a few times just from walking near the spikes (not in them); maybe their collision/trigger box should be lower. At the end you respawn at the beginning right? (I played the game on Linux using Wine.)
Cool puzzle concept! The art is minimalist but aesthetic. The situations in the levels are quite morbid, maybe you could write a little backstory for the game to add some extra flavor.
Small nitpicks: The first time I started the game, after pressing START I didn't realize that the next screen was a level select screen, and I tried using keyboard controls (it could maybe be improved by adding some text like "select level", or other graphics). Also hovering the buttons with the mouse changes the color an extremely slight amount, too subtle to make it clearly look like a button imho.
Awesome visuals, great horse sound effects, and fun to play. Like others mentioned, I would have also liked to use the spacebar to jump. I noticed that the powerups sometimes spawn inside walls, making them impossible to reach. Sometimes I would also reach the bubble mini game while going in the direction of spikes, so I would die some milliseconds after the mini game. Saving the personal best on disk would be nice.
After seeing the other scores posted here I couldn't resist going back and trying again:
It's a very nice challenge! To open the chests I first thought the way would be to drop something on top of them (which seemed to be suggested a bit by the environment), but I had more luck throwing them off of cliffs. On my first run I got stuck in the (\/)-shaped part, but on the second run I made it to the top. In the beginning it indicated using the spacebar to fly, but later I found that W worked too and I preferred it for this game, so it would be good to point it out also.
(Spoilers ahead) Sweet crafting mechanic with a good UI and visual language. The narration was amusing. Loved the moment when you had to drop something to continue, and when you had to leave something behind to pick it back up later. After finishing the game I started it back up to see if you could mine before level 3, and indeed you can. For example you can craft the pickaxe already in level 2. Some music and sound effects (e.g. upon successfully crafting) would be a welcome addition, and maybe some nonlinearity/branching in the story.
Very cool bullet types, and a very hard game for me even when trying to use the buildings as cover. Some tips, in case you continue to develop it: make buildings stand out more (visually), make the game over screen visible for longer, and upload a zip rather than 7z because more people understand it. I used Godot to run your PCK file on Linux, so if you would do a Linux export then it would also work. P.S. Nice debug output on the console.