Thank you for playing and your kind words!
Domenixius
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Thank you so much for trying my game and the feedback!
I am very glad you enjoyed it! I really wanted to make a boss fight for the first time and I am glad it worked out as well as it did!
Sfx and font are on top of the list! I had some screen shake in there. Like when the doors close, when the player takes damage and when the boss makes his boot attack. Do you feel like there are other instances where it could use it or do you think it should be more pronounced?
Yeah I was thinking of maybe adding a small outline or make them just a little bigger.
That is a great addition I will for sure look into!
Haha I am glad you liked that little part with the boss hearts!
Again Thank you very much for playing and the great feedback!
Thank you for playing!
Yeah I still have to find a way to make the tutorial more clear!
Yeah balancing is hard... :D I will try to improve on that!
Totally fair and I think I will tone down the amount of wlk spd the upgrades give or maybe even cap it off at some point. Or maybe even introduce more tier one rewards so you don't get that one too often :D
Thank you so so much!
Yeah loot balancing will definetly something I will have to look into a little more when I expand the game. Interestingly some people actually felt that the movement speed was more of a nuisance than help.
Hahaha you really should dovkk points for that! It hurts my soul so much that I did not find the time for such an easy improvement... I had to chose between more "basic" stuff like sfx and a better font and finishing up the character switch after beating the boss. I am not 100% sure I made the right choice as not all people get to see that. But oh well :D
Thank you so much for your kind words!!
Thank you so much for playing my game!
Yeah the HP scaling of enemies definitely needs a touch up! And for the sword swinging I am working on a different implementation post jam. I will probably leave the other attack option in for anyone who needs a little more jank in their life! :D
Yeah the circle tutorial needs to be a little clearer. The idea is that the more enemies you kill within a circle the more it grows and then when you beat a room you get different rewards based on how many enemies died in a circle. So 0= heal, 1= movement speed or max hp 2= dmg or attack speed, etc.
Thank you for yout feedback!
Thank you very much! I'm super happy you liked the boss fight! The attacks sure need some tweaking still! The boot attack was even slower in the beginning. It's quite hard to balance such "timing" mechanics when the player movement can vary so wildly depending on how many speed ups they got!
Yeah, attacking definitely is very janky and I'm thinking about adding a more conventional way in which the sword can rotate 360 degrees around the player and attack in such a way.
I will definitely add at least one more enemy type. Either a slow moving brute or a slow moving enemy that sucks up growth circles! I will expand the size of the level and maaaaybe add a second level which would be before the king level if that makes sense.
Thank you very much for your kind words!
Thank you so much!! Yeah the "tutorial" I have in game is rather simple and does not 100% convey how it works definitely something I want to work on. Tbh I was just happy that I got around to implement something akin to a tutorial in game with how the time ran away from me °^^
I'm totally there with you, but I thought I would leave it up to the player if he wanted to explore all the paths or enter the locked door. I do still want to make it more obvious that that is where the boss is going to be. Maybe a more dramatic key or something ^^
Again thank you so much for your kind words!
Man I'm a sucker for such games great job! It is pretty though I got to say and I always felt that I could use more resources than what I had available or rather that my "towers" where not strong enough. I would also increase the hit feedback on the enemies and maybe make the colliders a little smaller as I first thought that my fireballs where not reaching them even though I think they did but skeletons take two hits to kill? Your story telling with the small bits after the levels was great!
A very nice game! Great work compositioning the level and meshing the art together! I did run into an issue where I think the intro got stuck after me being taught about the lightning strike ability. No new text game up and nothing happened so I just skipped the intro and then it worked finde. The amount of enemies gets high real fast maybe a little gentler increase?
Fun game you have here! I liked the different enemy types. Like sure all of them ghosts but they all brought something unique to the game. I would have preferred to start with slightly higher base stats all around but this way progression felt more important, although that too might have been on a little bit steeper curve for my taste! I liked that the projectiles could interact with one another it felt really cool! Ohhh and I loved the voice acting, great job on that!
Yeah it can be quite tricky at times! Yes exactly the more enemies you kill on top of each other, i.e. in one of the circles left behind by an enemy the better reward you get. Just the one enemy that created the circle = health. +1 enemy = minor upgrade. +2 enemies = medium upgrade and so forth! If you manage to get to the room where there are three options where to go next go to the right, there might be some help there :D Thank you very much for trying and I hope it was not too frustrating!
A really nice game! But I have to know did I get all the possible endings? I found three and my heart needs all the rewards it can get! I love the whole serene atmosphere you created! I do thing I ran into a small bug where if I wanted to run it back straight away I would spawn on the level and could collect stuff but it did not change my levity one way or another?
Aww thank you very much for giving my game a go! I'm super glad it felt satisfying grabbing them all and getting all the goodies! The 2d lighting effect was something I thought about in the beginning of the project but I was sure I would not be able to implement... And then by accident I come across a youtube video that was just like yeah unity has that built in now... literally just pop it on any light source and it works even on the pixel art I myself drew I was blown away!
I'm also super happy you found the boss to be balanced that was a thing I was super unsure about and tweaked until the last second :D
Again thank you for playing and your kind feedback!
A very creative spin on an old classic I really enjoy that! I found the movement of the ghosts/pacmans super interesting how did you manage that? They did tend to clump up sometimes and get stuck on each other but overall it felt erratic and unpredictable in a very good way! I would have loved it if you managed to implement the interconnecting "portals" when you move left to right :D
Thank you so much! I'm glad you enjoyed it!
Awesome that you got it I was so unsure of how hard I wanted to be to get the best sword! In the end I opted for the hard coded sword upgrade in the first room as I thought that would give the most visual feedback of how the growth circles are supposed to work (even though it breaks the rules a little bit as sword upgrades are only rewarded after getting 3 or more enemies to die in a circle).
I'm super happy you got to see the ending twist I was afraid that people would just be like a cool boss I'm gonna close it now and miss it :D
I will for sure work on it at least for one major update with some tuning more rooms and at least one more enemy type along with things like more sound effects and a font(that one hurts my soul that I did not get it in time)!
Ohhh I really forgot to get back to this once the rating started, sorry about that! I really like the game you have great visual presentation especially the hp indicator is brilliant. The story is also quite touching with a tragic end! I do feel like I would enjoy it a little bit more if the speed at which you attack under the green potion would be the base attack speed and then gets upped even further with it! All around a great game!
A neat little game you made! Making real platforms on death is really clever. Although I did feel like they were a little bit too big :D The hitboxes were quite unforgiving jumping over knights was really though! Are you supposed to be able to "climb" platforms by jumping really fast? °^^ I enjoyed the art!
A really nice little game! I really dig the art of the evolving character! Some more indication to how much hp I had at each stage would have been nice. And I am not sure I agree with having spatial sound in relation to what direction the character is facing :D I would have loved to have a final upgrade that allows to fly in there!
An incredible well executed game! The movement is super smooth and responsive and the feedback, visual and auditive, is absolutely stellar great job! I feel like you could communicate a little bit more that you truly die if you die without having enough money for upgrades (if that even is the condition °^^) Good job all around! The upgrades felt impactful and the music fit perfectly!
A nice space odyssey you got going there! I really loved the death effect and was impressed with the clone ai! I will need to have a look at that in you files :D I found the movement when you collided with something a little disorienting although it is probably spot on how collisions would be in space :D Some more hit-feedback would be great for the player and the enemies!
A very sweet little game you made! I really like the character and the visual of releasing the shackles from doing what was binding you to earth! The platforming could be a little better as getting up the latter for example was a little bit of a hazzle. On the last level the platforms blend a little bit too much with the background for the stove switches. One could jump higher after the last shackles right that was a very nice touch!