Incredibly cute ending, well done!
teacupsandtime
Creator of
Recent community posts
Thank you! I wholeheartedly agree with the lack of feedback when taking damage and/or opening the chest, they're a case of 'didn't have time' or 'couldn't technically implement it yet' – will add those asap. Also, good idea to have a visual indicator for the fall too - that would be a nice way to let the player know they're reaching the limit. Appreciate the feedback!
Hey, no worries, happy you fixed it! I'm in the same boat (started with games about a month ago) so I know it's hard to implement things the way you really want to. Control wise I would make the weapon a bit faster or add some knockback to the creature (so you have a little more time to recoup if you're cornered). I'd also love to have some way to get back some life earlier in the game so I can keep going for longer. Once again, great job! :)
Thank you for the detailed feedback, I really appreciate it! In all fairness, I did not realise the issue with the double jump until it was pointed out to me, so I’m happy to take that onboard. Same for the instadeath and transition screen - which were not polished enough due to time constraints. Once again, many thanks!
Hi! Thank you for the feedback, it is most welcomed.
First of all re-chest, when you come near it, if you've taken damage, you get back one heart. Inside the chest is a piece of cheese. I understand now that I should have made the interaction more obvious. The fall feeling very quick is also intentional!
The code, art and design were all developed in a week so I didn't have a lot of time for refinement – I'll keep your suggestions in mind.