I kept getting softlocked in the third level (the one with a fence) because no key was dropped, I thoroughly checked all the trees, bushes, the fence, and picked all rupees in the level but alas
The first time I got to level 3 I had to restart
The second time I got the key, upgraded my bag, looped to that level again and got softlocked
This game has only 2 (should be 3 now!) review so far. It’s unacceptable!
More people should try it out, its amazing!
Thank you for creating and submitting it.
I recorded a gameplay video with my commentary: https://youtu.be/XbH7wzcN7K4 (it may be still in processing state at the time I post this, so stay tuned)
(I streamed it too, so don’t be surprised when I start talking to myself xD)
You might be interested in some of the idea, I’ll copy a few random ones here as well. I’m usually to lazy to divide them in categories, but I’ll go the extra mile here.
The good parts:
It’s a cool concept! I was feeling like I’m playing a puzzle that doesn’t feel like a puzzle game. It’s a good thing for me. :D
Good art style + good music. It’s a cool combination that makes the game feel complete. I would say that it’s polished enough to feel like a solid indie game entry that can be sold for money. (But it needs some playable content upgrades to get to that)
The game plays smoothly in the browser. No performance issues whatsoever.
Some issues I had with this game:
The controls feel a little bit weird. I wish the facing direction wouldn’t reset after I release the button. It creates the issues with attack directions
You can also attack while trying to rotate and it will fool the sprite orientation code :D
Sometimes the road patters seem to be broken; I’m not 100% sure if they’re persistent or randomly generated, but it’s something you might want to investigate
The enemy can hide behind the tree. Not a major thing, but it might catch some less experienced players off-guard. I’m used to this peculiarity, so I don’t even mind. :D
Items can go through the walls. This might catch you off-guard too.
In the very end, my inventory was reset after the loop. Was it a bug? Have my bag expanded even more? The inventory shouldn’t reset after you get a max bag, so you can lose at some point in the future.
My random thoughts / suggestions:
Since it’s a game jam submission, I understand that it wasn’t easy to add and test more content, so read the following notes like in “if you will ever want to continue making this game”, etc.
Add some progress tracking. The score, for instance. When you die, you get rated. Players like to see a feedback from the game. :) Right now it doesn’t acknowledge any progress; at least that’s my understanding.
A second enemy type would make the game feel less repetitive. Especially if you would have to use some other strategy to defeat them.
A second kind of a gem that increases your high score when you die. Upon defeat, every bonus crystal gives you + score in your result (it should take the number of loops you’re taking them with you into account). This will encourage a riskier play style where you take some crystals purposefully to get higher score in the end.
A second weapon type that could use a consumable projectile. Maybe it could be the best weapon to kill the second enemy type. Or perhaps it could do something about the green crystals piling up.
Adding a second thing of everything increases the amount of combinations making this game more exciting to play until you can’t go on (i.e. you’re full of crystals).
I would like to have an ability to play with controller (gamepad). :D This game looks like a good fit for that!
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I kept getting softlocked in the third level (the one with a fence) because no key was dropped, I thoroughly checked all the trees, bushes, the fence, and picked all rupees in the level but alas
The first time I got to level 3 I had to restart
The second time I got the key, upgraded my bag, looped to that level again and got softlocked
This game has only 2 (should be 3 now!) review so far. It’s unacceptable!
More people should try it out, its amazing!
Thank you for creating and submitting it.
I recorded a gameplay video with my commentary: https://youtu.be/XbH7wzcN7K4 (it may be still in processing state at the time I post this, so stay tuned)
(I streamed it too, so don’t be surprised when I start talking to myself xD)
You might be interested in some of the idea, I’ll copy a few random ones here as well. I’m usually to lazy to divide them in categories, but I’ll go the extra mile here.
The good parts:
It’s a cool concept! I was feeling like I’m playing a puzzle that doesn’t feel like a puzzle game. It’s a good thing for me. :D
Good art style + good music. It’s a cool combination that makes the game feel complete. I would say that it’s polished enough to feel like a solid indie game entry that can be sold for money. (But it needs some playable content upgrades to get to that)
The game plays smoothly in the browser. No performance issues whatsoever.
Some issues I had with this game:
The controls feel a little bit weird. I wish the facing direction wouldn’t reset after I release the button. It creates the issues with attack directions
You can also attack while trying to rotate and it will fool the sprite orientation code :D
Sometimes the road patters seem to be broken; I’m not 100% sure if they’re persistent or randomly generated, but it’s something you might want to investigate
The enemy can hide behind the tree. Not a major thing, but it might catch some less experienced players off-guard. I’m used to this peculiarity, so I don’t even mind. :D
Items can go through the walls. This might catch you off-guard too.
In the very end, my inventory was reset after the loop. Was it a bug? Have my bag expanded even more? The inventory shouldn’t reset after you get a max bag, so you can lose at some point in the future.
My random thoughts / suggestions:
Since it’s a game jam submission, I understand that it wasn’t easy to add and test more content, so read the following notes like in “if you will ever want to continue making this game”, etc.
Add some progress tracking. The score, for instance. When you die, you get rated. Players like to see a feedback from the game. :) Right now it doesn’t acknowledge any progress; at least that’s my understanding.
A second enemy type would make the game feel less repetitive. Especially if you would have to use some other strategy to defeat them.
A second kind of a gem that increases your high score when you die. Upon defeat, every bonus crystal gives you + score in your result (it should take the number of loops you’re taking them with you into account). This will encourage a riskier play style where you take some crystals purposefully to get higher score in the end.
A second weapon type that could use a consumable projectile. Maybe it could be the best weapon to kill the second enemy type. Or perhaps it could do something about the green crystals piling up.
Adding a second thing of everything increases the amount of combinations making this game more exciting to play until you can’t go on (i.e. you’re full of crystals).
I would like to have an ability to play with controller (gamepad). :D This game looks like a good fit for that!