- limiting the visible area this much is pretty unique
- the initial text was gone a bit too quickly for me: maybe make it only continue after pressing a button, so that slow readers like me can take all the time
- using default settings and medium difficulty, I had no issues with getting through a level, but nothing happened when I reached 0 enemies left and after hitting ESC the game just froze (music still kept playing)
- I like the music, sounds a lot like old Castlevania songs
- gameplay was a bit mixed:
- dash and double-jump really helped a lot in progressing through the level
- once or twice, I had to just jump and dash forward like a leap of faith because I didn't see any new platform
- potions felt too abundant: after a while, I was just constantly on full visibility and almost full health
Thank you for the excellent feedback. I will address these issues once voting for the jam is over. A key should be dropped when you reach 0 enemies, allowing you to open the door. It may have been lost in the initial text as you pointed out. and indeed the potions drop too much, this was accidentally left in from when I was testing - should be a one-line fix.
Game just froze while I was looking for the sound settings, music was very loud for me so had to mute the tab and restart the game :(
After that I got a level in which I couldn't jump high enough after a few platforms to progress...
Restarted again, finally managed to get some combat.
Idea looks great and combat is fun, but kinda struggled a lot just to get to the game which made me like it less... Can't wait to see the updated version!
I've had various complaints about some platforms being too high but this is the first one mentioning not being able to progress. Did you change the level generation settings at all? It might be because of that. It's still experimental. Using the default settings should make it playable. Either way, I'll look into it and I appreciate the feedback. ♥
Played this quite a bit! Cool to see something with procedural generation, and I think it is SO sick that you gave yourself time to get feedback and iterate. Well done!
I am absolute dog at platformers/sidescrollers but this was very fun, I like the music and the visuals. I was boppin out! I wish there was a sound effect for when I used my magic because I would just keep mashing unsure if it was going through or not haha.
I loved shoving the enemies off into the abyss when doing a Time Stop spell.
I think I can't reach some of the higher platforms or the jumps are too far, but I had fun playing this. c:
I will add a magic sound for the next update after voting is done. The high platforms are something that multiple people have complained about and I'm still trying to work that out. Glad you had fun.
Often end up with "unreachable" platforms. You can however triple jump by double jumping, special attacking and then jumping again. I assume this is a bug.
You have to pick up the key from the last killed enemy. Right now there is a bug where if the 20th enemy killed falls off the map the key won't spawn. So it may be that. and you do have to press up to open the door. I'll fix the key spawning issue now.
I'm still playing around with some ideas. I'm thinking to have a limited view around the player, but when they pick up the yellow potions from the enemies they'll be able to see the whole screen for a bit.
I'm still playing around with some ideas. I'm thinking to have a limited view around the player, but when they pick up the yellow potions from the enemies they'll be able to see the whole screen for a bit.
The levels are procedurally generated and it's not always perfect. Most of the time it should be passable though. You do have a double jump also which helps.
← Return to This Adventure
Comments
Log in with itch.io to leave a comment.
- limiting the visible area this much is pretty unique
- the initial text was gone a bit too quickly for me: maybe make it only continue after pressing a button, so that slow readers like me can take all the time
- using default settings and medium difficulty, I had no issues with getting through a level, but nothing happened when I reached 0 enemies left and after hitting ESC the game just froze (music still kept playing)
- I like the music, sounds a lot like old Castlevania songs
- gameplay was a bit mixed:
- dash and double-jump really helped a lot in progressing through the level
- once or twice, I had to just jump and dash forward like a leap of faith because I didn't see any new platform
- potions felt too abundant: after a while, I was just constantly on full visibility and almost full health
Thank you for the excellent feedback. I will address these issues once voting for the jam is over. A key should be dropped when you reach 0 enemies, allowing you to open the door. It may have been lost in the initial text as you pointed out. and indeed the potions drop too much, this was accidentally left in from when I was testing - should be a one-line fix.
Game just froze while I was looking for the sound settings, music was very loud for me so had to mute the tab and restart the game :(
After that I got a level in which I couldn't jump high enough after a few platforms to progress...
Restarted again, finally managed to get some combat.
Idea looks great and combat is fun, but kinda struggled a lot just to get to the game which made me like it less... Can't wait to see the updated version!
I'll add a sound setting once the jam is over.
I've had various complaints about some platforms being too high but this is the first one mentioning not being able to progress. Did you change the level generation settings at all? It might be because of that. It's still experimental. Using the default settings should make it playable. Either way, I'll look into it and I appreciate the feedback. ♥
I did not realize there are level generation settings, I'll try it now!
Much better with fewer gaps, definitely!
Awesome!
Played this quite a bit! Cool to see something with procedural generation, and
I think it is SO sick that you gave yourself time to get feedback and iterate. Well done!
Yes, the feedback from the community has been invaluable. Glad you enjoyed it.
I am absolute dog at platformers/sidescrollers but this was very fun, I like the music and the visuals. I was boppin out! I wish there was a sound effect for when I used my magic because I would just keep mashing unsure if it was going through or not haha.
I loved shoving the enemies off into the abyss when doing a Time Stop spell.
I think I can't reach some of the higher platforms or the jumps are too far, but I had fun playing this. c:
I will add a magic sound for the next update after voting is done. The high platforms are something that multiple people have complained about and I'm still trying to work that out. Glad you had fun.
Often end up with "unreachable" platforms. You can however triple jump by double jumping, special attacking and then jumping again. I assume this is a bug.
Fixed the triple jump bug. Attempted to improve my procedural generation for the platforms as well.
after the control changes I had way more fun with it, pretty cool
That's great. And thanks for helping me improve my game!
i killed 20 enemies but the door never opened, do i have to press a button or something?
You have to pick up the key from the last killed enemy. Right now there is a bug where if the 20th enemy killed falls off the map the key won't spawn. So it may be that. and you do have to press up to open the door. I'll fix the key spawning issue now.
I think the bug is gone now! I also just added a dash attack ability!
Finished the first dungeon, but the next dungeon never finishes generating
I'm looking into this. It seems to be a problem when running in the browser for some reason. :(
Dungeon should work now!
Ur GDD has to be a google doc link
oops, thank you!
Banger OST!
https://opengameart.org/content/spooky-action-loop-hallow-quest
I'm assuming that the day night cycle is for the shadows and the potions are for the alchemy.
I think a dash action would be nice.
I'm still playing around with some ideas. I'm thinking to have a limited view around the player, but when they pick up the yellow potions from the enemies they'll be able to see the whole screen for a bit.
I'll work on the dash too :)
Dash attack has been implemented!
where is the alchemy and shadows, and. this level is ever so slightly imposible
I'm still playing around with some ideas. I'm thinking to have a limited view around the player, but when they pick up the yellow potions from the enemies they'll be able to see the whole screen for a bit.
The levels are procedurally generated and it's not always perfect. Most of the time it should be passable though. You do have a double jump also which helps.
and how i was supposed to know there was a double jump ? :,(
point taken... I will add a prompt letting the player know