The visuals are insane. The health bar being the character's limbs is a nice concept. Tutorial pop-ups are understandable. Boss fight was cool and fun af.
The normal keybinds are pretty weird, but it's a good things there is keybind configuration. I encountered a bug there, tho. When I keybind a button that's already assigned to something else, it turns to "No Button" and stays like that. And yeah, the controls with the "No Button" won't work.
The regenerating rocks in the boss fight could've been the standard for the rest of the game. It would remove the need for a refill button and still be balanced. I personally think passive refill is even better.
All in all, neat game. Could use a few more improvements, but is heading in the right direction. Goodluck on next game.
The spikes are very hard to see, being dark grey on a dark grey background. (I kept stepping on them. Sometimes more than once.)
In most games like this, hitting a save point restores your health. Given my tendency to lose health, repeatedly, to spikes, it would have been nice to have some sort of health restoring.
When I did run out of health, the game just left me lying on the spikes, rather than restoring to the last save point. (I did hit escape, and then clicked "load or quit", and clicked "load", and clicked "yes", and it took me right back to being dead on the spikes.)
Thank you very much for the comment! The third bug is caused by a literal typo in the code and it is fixed now, and I will add your suggestions to the game. But the update won't be published until next week because a game jam coming today. And again, thank you very much!
The brown bag says ""A brown bag with a feature of creating rocks from thin air when the button is pressed" but does not say which button to press to create more rocks. "X" is not the button; I have no rocks but I am in a puzzle where I must throw rocks at switches.
Thank you for reporting Mozai! I did put a tutorial on throwing AND refilling rocks, X to throw and hold SHIFT to refill rocks. But if you missed it you can go to the pause menu settings to see the controls (unless the SHIFT control is locked behind an unused ability which gonna be a bummer). I'll create more control view in the future.
Ah! I started a second game, and at the beginning of the second room there's a pop-up that I missed that tells me this. I don't know how I missed this.
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The visuals are insane. The health bar being the character's limbs is a nice concept. Tutorial pop-ups are understandable. Boss fight was cool and fun af.
The normal keybinds are pretty weird, but it's a good things there is keybind configuration. I encountered a bug there, tho. When I keybind a button that's already assigned to something else, it turns to "No Button" and stays like that. And yeah, the controls with the "No Button" won't work.
The regenerating rocks in the boss fight could've been the standard for the rest of the game. It would remove the need for a refill button and still be balanced. I personally think passive refill is even better.
All in all, neat game. Could use a few more improvements, but is heading in the right direction. Goodluck on next game.
Some notes:
Thank you very much for the comment! The third bug is caused by a literal typo in the code and it is fixed now, and I will add your suggestions to the game. But the update won't be published until next week because a game jam coming today. And again, thank you very much!
You forgot an instruction "X - throw rock".
The brown bag says ""A brown bag with a feature of creating rocks from thin air when the button is pressed" but does not say which button to press to create more rocks. "X" is not the button; I have no rocks but I am in a puzzle where I must throw rocks at switches.
Thank you for reporting Mozai! I did put a tutorial on throwing AND refilling rocks, X to throw and hold SHIFT to refill rocks. But if you missed it you can go to the pause menu settings to see the controls (unless the SHIFT control is locked behind an unused ability which gonna be a bummer). I'll create more control view in the future.
Ah! I started a second game, and at the beginning of the second room there's a pop-up that I missed that tells me this. I don't know how I missed this.