Wow, this may be the most genuine twist I've ever seen in a game. Meaningful, too.
Wow, this may be the most genuine twist I've ever seen in a game. Meaningful, too.
It's a cool concept and the spritework is nice. But the game crashed during the big level. I had just picked up a blue chaingunner guy and shot a red pistol thing. I can tolerate the crashing as long as I don't lose everything, but there's no level select, so I couldn't get back to where I was, which really sours me.
This isn't how you do random generation, this isn't how you do darkness, and this isn't how you do bosses in a platformer game. The game is just a series of uninteresting rooms one after another, repeatedly making blind jumps and running into unavoidable projectiles and unseen enemies. Boss attacks are telegraphed far too late - did it start its beam attack while your were jumping? Too late, you're dead.
Keyboard controls jam all the time, badges don't unlock, and the physics are really screwy. The final level doesn't even play he way it's supposed to, as you can just go back when you're halfway through the one-way blocks.
It exists. The transitions are way slow, I don't know what anything does, and the nimble class in RPGs is called "rogue" but I can't tell if the misspelling was intentional.
Yeah, so you try things out and see what they do. That's the fun of it lol
also the I fixed the spelling, oopsie
Decent as a platformer game, but the controls feel too quick to the point that it's hard to move how you want on narrow platforms. The wall jumping especially is nearly impossible to do consistently. I also have no idea how to get the bone in the rectangle.
It's a neat concept, but the level design is... bad. It eschews the interesting puzzle-platformer thing you had going and just makes almost every level a platforming gauntlet where messing up just means you have to redo the entire stage, and there's no puzzling beyond noticing that you have to do this before doing that.
I like the game. It has a very powerful and chaotic feel Not sure how to describe it. It's short, sweet, and challenging, but the frequent checkpoints ensure it isn't frustrating gat all.
Minor suggestions:
- Make an indication you can jump. At first I though the only way to go upwards was by using the soul.
- Sitting on the bench should pause the speedrun
- If you have speedrun on, it should keep speedrun on the next time you load up the game
By the way, where did you get or how did you make the sound effects?
EDIT: Yes, I did try doing that (and it worked) the second time I tried speedrunning, but it did screw my run the first time.
I'll let the other guys speak for the gameplay comments - but I made all of the sfx using sound magic
Thanks for your suggestions! I had notice that other people were also unware that they can jump so in the future we will defiantly make that more clear. Also worth mentioning you can just launch yourself over the bench and skip that obstacle ;).
It's some interesting ideas, but the mechanics are all over the place and not very balanced. I've only beaten the first world, though. If I understand correctly, then there is basically no reason to ever use the click abilities when their respective hold abilities just accomplish so much more.
I forgot to mention. When an enemy attack interrupts you while you're holding the button, it foroces you to use the click variation of your move? Is this intentional? It sure screws up combos.
You have to pay attention when you play. The clicks and holds have different ends to the fight. For exemple the Level 1 hold delays, but does less damage than the click. Which reflects even more when you do double damage with critical, and double that with mighty will.
It is not intended no. That's actually a 'bug' of Ruffle itself. From my understanding Ruffle receives the input of the player (in this case the mouse click), and resumes that input when the game unfreezes after the enemy attack.
This was actually much worse on an earlier version I was testing, that forced me to include a small cooldown between attacks. I was unable to fix further and that minor bug still triggers from time to time.
Something I'm still looking at to fix.
Play my games, they're okay
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Joined on 12/3/18