Yeah...didn't get nearly as far as I'd like, but still now I know to better practice/manage my time in the future.
StandOnEdge
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There is an ammo system (the white dots - they spawn over time during day at the flame). Just another thing that really needed a tutorial haha.
Thank you so much by the way! I was able to reproduce it on my end with those instructions. You have no idea how helpful that is. I should be able to figure out what is happening from that and avoid that mistake in the future.
Sorry to hear that. Part of that is likely due to my poor instructions / lack of a tutorial (my bad). The 'tree/bush' thing can be interacted with at the start and once you have 2 wood you can also interact with the spots marked by the arrow. The center flame is only interactable once the fire starts weakening (which only happens at night).
As for the 'flew up', can you describe that in more detail? That I have less of an idea for why that is happening.
Regardless, thanks for playing and apologies for the bugs!
Yeah a couple people have been saying that. It seems inconsistent, but I'm not certain what is causing it. I presume this is the first boss? Any details you can give (like did the hit animation stop playing or just the health bar stop updating or all of the above?) I'm sorry to hear you ran into it.
Do you mind explaining more what is happening? Is the boss totally immune? Or is it at certain HP thresholds (someone else commented on that)? Are attacks not firing? Or are they hitting but doing no damage? Did you use the pause button at all (it's bugged but wouldn't think it would cause this)? Thanks in advance :)
Good to know! I honestly forgot about that. I'll probably wait until after the jam is concluded just in case but good to know for the future.
That...is really odd. Outside of the brief duration when they flash white (and admittedly a bit longer for the Necromancer's skeleton minion -- just long enough for the hurt animation to play) they shouldn't be invincible ever. Do you know what attack they were using / you were using if you don't mind me asking?
The screen transitions on game start / death were a really nice touch (and the fact that the death screen knows how you died and had a unique message was nice as well). The screen growing dark as you charged the disaster was a cool idea too, it communicated you can't hold this down too long without having an actual bar/meter for it. Overall, rather impressed with the details here!
Very fun! The air meter felt generous enough that each level felt do-able but wasn't too generous that the challenge felt lacking at any point. Everything was very clear such that I didn't have any problems figuring out what to do and could focus more on solving each level. Well done balancing everything and planning things out. Nice job!
Rather solid idea! I like how the game gets darker the lower the oxygen gets. I also appreciate the settings menu (often overlooked but I can appreciate the extra effort). I liked the idea of the random generation of the maze, but I feel oftentimes that made some configurations difficult / impossible without an additional indicator of some sort. Still, a very solid entry!
Thank you for your kind words :D I'm glad you like the art style! It's definitely something I'm trying to practice on my own time between jams as I feel like it's my biggest hurdle to making a bigger game.
I did learn a ton! And even some stuff not relevant to this game/jam, but definitely in the next!
Again, thank you <3
Yeah...lack of obstacles was my biggest regret for the project. Like I had a few in there, but they weren't plentiful (and if I had a bunch of the same in a single area, that would be bad for different reasons)
Certainly a fair critique. I tend to try and bind WASD and arrow keys to the same inputs, but I'll admit it slipped my mind this time.
Thanks for the review!