Great tileset! I used it in my puzzle game:
https://play.google.com/store/apps/details?id=com.SaffronGames.FrostyFortress
Great tileset! I used it in my puzzle game:
https://play.google.com/store/apps/details?id=com.SaffronGames.FrostyFortress
I wasn't referring to the bullet speed. But before they start flying, they linger on the walls for the few seconds, allowing you to position yourself. That works just fine the first time you go through a certain pattern, however if you already know where to go, you end up spending few seconds just waiting for them to fire. And then you have to wait again on the next pattern. And if you get hit you have to once again wait on every single one of them.
I have nothing against resetting the entire room, my problem was that most of the time, instead of avoiding bullets, I was just sitting there, waiting. And that's just not fun.
Really fun game with some clever design decisions - I especially like how the golden bar has 11 pieces, so you can't really build your deck around a single number and guarantee absorbing strength that way. Although the mechanic of absorbing could use a better explanation - it took me a while to understand why my cards would randomly disappear when drawing. And I didn't see any reason to have the delete option disabled, since clicking on the cards without it doesn't do anything.
I discovered a bug in this version, I'm not sure if there is a place to report those so I'll put it here:
I was on the 1st level of new game++, where I encountered the blue slimes that shoot 3 projectiles on death, and was hit by one such projectile (though it seemed like it might just barely miss me).
During this run I obtained the item that removed all hearts and used coins as health instead, and when I was hit by the blue slime projectile I had over 200 coins. Despite that, I was killed instantly, and when the window informing about the progress made in that run appeared, it did so multiple times (see screenshot below)
This was my 4th or 5th run since installing Ancient Dungeon from the Oculus App Store, but despite that the end screen listed it as 39th one - as you can also see on the screenshot.
Thanks for the feedback. If I had time to implement any enemies, I would certainly try to find a way to incorporate the climbing mechanic into combat.
The places where you can't climb because of a block above your head were meant to be overcome with the boots upgrade, but it ended up not working quite as intended, so due to time constraints I decided to leave it as it is. It's still possible to get past obstacles with it, but much more difficult than I wanted it to be.
Yeah, I had the idea of a game where you can climb but not jump for a while and decided to finally try it out.
If I had more time, I'd give the player an option to remap controls. But I spent the last 18 hours of the game jam frantically wrapping everything up to make it feel like a playable metroidvania.
Which is also the reason why the progress screen was there - unlike boss battles, it was a measure of progress I was able to implement in the last 2 hours.
The combination of instant death pits, spikes and fire traps that can only be avoided with precise jumps with the fact that dying sends you back to the title screen AND there is an unskippable dialog at the start made this a really frustrating experience.
The mechanics for combat and platforming are pretty good, but level design could use some work. And when making a game this difficult, allowing the player to quickly retry the part they failed at should be a priority.
The attack is extremely unreliable - most of the time when I pressed the button nothing happened, which made it really annoying to use, especially since it's a short range one, meaning that you have to also be in the enemy's range to use it.
But that's something that can be fixed with an update or two. And the game definitely has potential, though it could use either more variety in how the rooms look, or a map. As it is now, it's hard to tell if you've already visited a given location, or not yet.
Here's a puzzle game inspired by Whack-a-Mole: https://itch.io/jam/brackeys-3/rate/572785