the game is pretty fun, just add in some coyote time as its really easy to not input the jump in time and fall to your death at this state, and maybe make the puzzles so you dont have to shoot the sword offscreen and this will be a great game on its own
Thanks! We realized that the puzzles we're pretty unfair when you have to shoot offscreen and guess where the platforms are. With more time after the jam voting is over, we'll improve the levels and movement to be more forgiving.
I really enjoyed this, but could you add in coyote time? I died a bunch because I didn't hit the jump button quite soon enough, which was more frustrating than fair.
Thanks so much for playing! We'll be taking on everyone's feedback and improving the game for a post jam version (with better movement, coyote time, and adjusted level design).
I hope you keep working on this! The game is really fun, but maybe limiting to 8-direction throwing and designing levels around that would be good because trying to hit an offscreen target while jumping and controlling yourself in the air to land on a single tile with a laser on the other side is a lot to ask of the player on its own, and when you miss the target because you were pointing the mouse too high, it doesn't feel great.
Yes, some kind of invisible aim assist would help a lot with the trickier shots. We'll definitely look at adjusting our level design so that you don't have to aim off screen
This is a really good game! The graphics and audio are great, and the main mechanic works really well (especially with the level design). I noticed a small bug where, if you spam-clicked rmb, you could sometimes end up with one sword inside a control block and another in your hand. Not sure how useful (or game-breaking) this could be, but it's interesting nonetheless.
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really beautiful game; all it needs is some bullet time, better jump physics, and maybe some teleport-to-projectile mechanics
wow the graphics are really good
the game is pretty fun, just add in some coyote time as its really easy to not input the jump in time and fall to your death at this state, and maybe make the puzzles so you dont have to shoot the sword offscreen and this will be a great game on its own
Thanks! We realized that the puzzles we're pretty unfair when you have to shoot offscreen and guess where the platforms are. With more time after the jam voting is over, we'll improve the levels and movement to be more forgiving.
I really enjoyed this, but could you add in coyote time? I died a bunch because I didn't hit the jump button quite soon enough, which was more frustrating than fair.
Thanks so much for playing! We'll be taking on everyone's feedback and improving the game for a post jam version (with better movement, coyote time, and adjusted level design).
I hope you keep working on this! The game is really fun, but maybe limiting to 8-direction throwing and designing levels around that would be good because trying to hit an offscreen target while jumping and controlling yourself in the air to land on a single tile with a laser on the other side is a lot to ask of the player on its own, and when you miss the target because you were pointing the mouse too high, it doesn't feel great.
Yes, some kind of invisible aim assist would help a lot with the trickier shots. We'll definitely look at adjusting our level design so that you don't have to aim off screen
Thanks for the feedback!
This is a really good game! The graphics and audio are great, and the main mechanic works really well (especially with the level design). I noticed a small bug where, if you spam-clicked rmb, you could sometimes end up with one sword inside a control block and another in your hand. Not sure how useful (or game-breaking) this could be, but it's interesting nonetheless.
Wow - what an unusual gameplay! Intriguing...
(EDIT: how I hate level 3....)
Thanks for playing! We've got some work to do on the level design haha