thanks would be cool to see the playthrough, as it's easy to become blind to things after playing through the game so often.
The low level audio engine I use really struggles on the web build, I probably need to gut it completely.
Glad you enjoyed the Jankiness,
There are IFrames - obviously not enough as it is a common complaint - but they are there... I really need to fix the stun lock, basically I plan(ned) to put 'Amy' back into the bunny hop backwards state after she hits you.. though it requires some engine rewrites so the "monster" dealing damage can get notified and know to change state, and I didn't prioritise it high enough to get in this release (too busy with wierd inconsequental details that no one beyond myself would ever notice ;))
This is a lovely game... stylistically simple... and simple in "concept" but the level design is fantastic and the implementation as absolutely top notch... possibly a little one note to be any longer... but as it was it was the perfect length and felt very satisfying to get to the end"
Really clever and well done entry!
thanks.... glad you enjoyed the chaaracter art and the absurdist humour. There really wasn't time to work on the backgrounds and tiles this time round hence the jarring style , beyond a couple of props for Bara-cuda's throne room.
Movement mechanics definitely need work too, but hopefully I should be able to get something a lot better together for the next version!
interesting game.... and a lot to like about it... as others have said the climbing gloves felt a bit annoying as brushing against anything put you into a really slow slide down which meant where you were trying to jump to a specific spot or get away from those pesky birds, it felt a little "sticky"
Apart from that an interesting game with good mechanics, that could be tweaked a little but form the basis of a nice little metroidvania :)
Must admit I struggled with the grapple mechanic... I found using the arrow keys seemed to not work (at least for me as they seemed to fire off the grapple no matter what), I suspect it's more of a me problem then the game's, but it was still something I was struggling with.
Beyond that I was blown away by this entry, both with the game play and gorgeous graphics!
Stunning
I must admit I got a bit confused (and still am) about how to fight the first boss, the parry to do it damage initially worked.... but once it started flying across the screen I didn't work out how to defeat it... I kept parrying as it flew past but it didn't seem to take any damage...
So I am only commenting up to that point.. But I liked the graphics the sound was minimal but still good, story was nice.
Playing on a gamepad, some of the controls were a bit odd (switching between characters for instance), but worked well on keyboard..
Looking forward to coming back (and hopefully working out how to kill that silly Lizard)
Thanks glad you enjoyed.
As much as I tell myself I am going to concentrate on nailing the movement mechanics, there's always a completely inconsequential element: like implementing an airlock system, (though I am planning to add some more puzzle elements to that) that grabs my attention.
Aiming to keep this going for SMVM so hopefully can iron out some the jankiness!
thanks will check out space jump... it worked last time I checked, but didn't test the final build, so a bug might have slipped through, was this web or exe build?
The bosses have pretty well defined states, once you learn (or have programmed them), but they are probably not sign posted enough to feel fair for first time encountering them. Will try and improve on that for later (SMVM) versions
A lot to like about this,
The graphics are lovely the game is short.. but pretty sweet, as others have said the intro is a little overly long, but I liked all the dialog and looked to find more characters to press 'C' on to see what they said to me
I think being able to use the bow midair might be a good addition. And the Boss could do with having an additional state or 2 to make the fight a little more interesting..
But overall a great start, really interested to see where it goes (are you planning on continuing with it for SMVM?)
A lot to lie about this,
The graphics are lovely the game is short.. but pretty sweet, as others have said the intro is a little overly long, but I liked all the dialog and looked to find more characters to press 'C' on to see what they said to me
I think being able to use the bow midair might be a good addition. And the Boss could do with having an additional state or 2 to make the fight a little more interesting..
But overall a great start, really interested to see where it goes (are you planning on continuing with it for SMVM?)
really really impressive to put together such a complete procedurally generated entry... Did find a couple of areas where I managed to get out of oubounds, and the seeds varied in difficulty quite a bit...
But the package is lovely graphics and sound are perfect for the game, the areas felt distinct (but cohesive) and it was loads of fun!
Really nice job!
Stunning entry
I played it a bit on first day but wanted to wait till I had time to play and complete before rating or commenting...
The graphics are charming, with lovely animation. The hook mechanic really well implemented, a couple of minor points I got stuck on - but given the complexity of the mechanic it worked brilliantly for a game jam.
Found the levels occasionally verged on the frustrating, (but the fact I kept compulsively coming back to finish them, and get my revenge on that darn Bear) shows it managed for me to stay on the right side ;)
If there is any slight criticism as an MVM entry it felt a little more like a leveled platformer than a metroidvania (especially once you started to get to the difficult navigation parts), but that is no detraction on the quality of the game.
Arghhhhh it's because of a build setting! This was built using OpenAL rather than the windows sound system, so will only work if all the OpenAL dlls are present (no idea how well wine handles it). it is literally for me the change of an underscore in the build directives... wish I had double checked this before the bug fix grace period ended :) - Oh well!
The Game has a few sound queues in there but nothing major... so maybe you can play it with audio disabled on your browser tab, after voting ends I can send a build that will run on your system (fingers crossed)
would have loved a map to help navigate about as I found myself getting a little confused as to when I was backtracking and when I was exploring a new area, (unless I found an already destroyed seal), a map would have really helped.
But minor quibbles aside it is a great entry! Good movement, really nice clean art and great animations - especially loved getting out the guitar on gaining an powerup. it made me look forward to finding the next one!
GREAT JOB!
Oh and thanks for the feedback :)
Maybe you pressed H by mistake (show hide HUD) one of the undocumented keystrokes I use for testing things out.... maybe it shouldn't be so close to the dodge button ;)
Oh and for full disclosure, this is based on an engine I already had written using the Pixel Game Engine underneath (mostly used for simple sprite drawing routines), but it was a fairly comprehensive rewrite this time round
Definitely valid criticisms, movement and combat are definitely 2 areas I should concentrate more on, as is usual for these jams I spent way too much time on the assets and world creation (and for some reason a midi sound engine I didn't end up using)... and not enough time getting the core mechanics nailed.
The wig originally was supposed to double as a longer range weapon, with the rope shorter range with the added shield ability, to add combat variety.. But I never really found (or made) the time to implement that or tune what I had.
Glad it made you chuckle, and thanks again for the playthrough. I'm hoping to release a post jam/new year update with some improvements to the gameplay, and your suggestions are really good!
Nice game, I won't keep repeating the same thing as everyone else, but can't wait to play a version of this with updated movement controls... I also managed to get soft locked in the (first?) area with the skeleton.. possibly because I used the key from the start to open the door and fell down... maybe the keys could be coded to the doors themselves..
But other than that there is some really nice level design!
Got the basics there, and a pretty nice design (I like the rabbit character and the spiders and snakes), felt like from a collision point of view with wall floor blocks the rabbit was slightly offset (ie I could stand to the right of a floor tile and not fall... but I could be standing near the left hand side of a floor tile (But on it) and fall off, sort that out and you have a really good base to develop a more ambitious platformers/metroidvanias in the future!
nice job!
really liking this entry (so far), great music (which kind of reminds me of game of thrones in places), and really nice graphics. Got a crash while playing it though after getting hit just after dropping off the carrot (I think) to the cats, in case this helps:
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Step Event0
for object oPlayer:
Push :: Execution Error - Variable Get -7.scale(100089, -2147483648)
at gml_Object_oPlayer_Step_0
############################################################################################
A really solid base to what can be a great game with a bit more work! Works well and the sprite and animation work on the horse is gorgeous.
Would love more content, enemies etc, as it feels a little sparse at the moment, so I hope you keep working at it, or use this as inspiration for bigger games in the future, lots of fun as is though!
nice game, I liked the level design lots of fun.... I reached (so far) the point with 2 flying bosses, and they kill me so quickly (to be honest I struggled with just the one!) Might come back to it though I suspect just to get killed again over and over, loved the way the world opens up with each new power up, and destroying the brown walls was a nice touch (even if is not clear those walls should hurt them if you touch them otherwise).
I know you have used existing assets but you've done it nicely! Good job overall!