Neat little game! I'm not sure how I'd avoid the enemy, but running through them worked fine lol
I like the movement and camera controls. I think everyone will get stuck until they check the game page and find J to open the journal and C to crouch. Wish I didn't have to wait for the door opening animation.
Having to read the models in the environment to find the red key card is cool! Music and sounds are nice.
Trotim
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Really like the atmosphere in this one! Sounds are great, love the reverb on the footsteps indoors.
Having a button for each hand is clever. The dynamic lights on the enemies are also smart, though often you do have to tank a hit or two.
I ended up in the area past the sand with the big pit with a spare key but no idea where to go, eventually losing to the gradual health loss. Pretty tough when you're bad at navigation, and it maybe felt a little too dark to see walkable ground?
It seemed like ghosts can damage you even though they're looking away from you which felt a little unfair?
Still great overall, amazing for 1 week!
Thank you!
The camera is indeed pulled back a bit from the actual center of the square. This mimics some other dungeon crawlers I like (Legend of Grimrock, Vaporum) and means you get to see more of the floor of the square you're on as well as the adjacent floor squares.
It didn't turn out to matter much in this prototype, but once there's pits or hazards it might...?
Agree the rooms are on the spacious side. Thanks again for playing!
Beat it eventually!
My strategy evolved from random inputs abusing respawning, to only collecting 1 light at a time and revealing as much path as possible, to actually using the disperse feature and getting as many boxes into holes as possible before compressing them
It was a surprisingly compelling journey actually
Not sure what the dark cubes are useful for however
Made it to Wave 9! I can see how this may have been a cool Flash game once upon a time, yeah
I like the concept, juggling remote detonations and figuring out missile priority is fun and mentally taxing enough without needing to be able to influence the bounce angle with your paddle
I'm very glad the last few enemies always shoot down, I was worried it could take forever haha
Fun! I like the random powerups from the chest. I'm not sure if it's possible to dodge spider attacks, so that eventually wore me down...
One time, a spider was hiding behind the health bar, I'm glad it turns transparent when moused over, haha
Doing critical attacks on multiple slimes at the same time was the most fun part I think
I won! Very cute art! Not too difficult, just long enough I didn't feel like stopping yet.
One time, I started a new recording just as the previous spirit spawned (and may have mashed the button some), which got me stuck in a "press F to start" state where pressing F did nothing. Thankfully, Esc -> Reset solved it basically immediately.
I wonder what other spirits there could be! Awesome job
Adorable writing and the neat Floraverse setting (accomplished via great art and music) made this really entertaining.
There was some backtracking and the platforming itself had little depth. Would be awesome to see more interactive or optional bits in a full game.
The puzzle wasn't too difficult. But being able to talk to a bunch of fun NPCs while solving it ensured I couldn't get frustrated or bored.
I'd love to see more exploration platformers like this. Reminds me of Seiklus. Amazing for a 1 week project!