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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!