Thanks for playing, rating, and playing on stream! I learned a lot by watching someone play.
SirRell
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This is a cute little game with a good calming and mysterious soundtrack.
Though, I found it super difficult since the air gusts are a one-hit-kill and come out of nowhere.
I didn't like that it felt like I was forced to use the minimap most of the time. If that was the better view, maybe it should've been the main view? Or is there a way to rotate the camera that I didn't figure out?
And just as an FYI: Eternal*, Fuel*
I agree with Nosioce. Maybe a different color pallet would be better for this. The super bright and vibrant colors hurt the eyes when looked at for too long. Are you blind now after making this!? 😂
If you continue to develop this game, maybe some extra quality of life additions could be having the arrow sit on the bow before releasing it so you get a better frame of reference where it will be going, and an auto-restart when the arrow has gone too far away.
The one slow (or sometimes stuck) enemy wasn't too much of a challenge to avoid, but I found when it did get me, sometimes the collisions didn't seem to register a "death". There was a point where I was blocked into a room by the enemy, and I couldn't push past it.
Like Nosioce said, it is possible to close both doors at the same time. The main two beginning doors never re-open if you do this and leave the room.
392.4 seconds! I feel like that's pretty good!😉
For being such a simple game, it was pretty fun being Dory's bodyguard. It could use a bit of polish though. Sounds, sprites, background for sense of movement. The X's for the chests were a good addition. Though sometimes when they popped up I thought they were an enemy at first since they were the same color.
I thought the controls were a bit unintuitive, and that's what made a lot of the platforming difficult, since I was pushing some of the wrong buttons at the wrong time.
In addition to Hedgein's suggestions, I think keeping the player from being attached to the wall until they press themselves against it would help a lot. There were times I wanted to double jump straight up against the wall, but couldn't because I would have to do a wall jump, throwing me in an unintended direction.
Having the timer not start until the player moves was a great idea!
The prompts when you die are a bit mean and discouraging. Telling the player they should just give up isn't what you want people to actually do. Saying they're cheaters could be ok if it's coming directly from a character in-world, and mean is their personality. But coming from the creator just makes you the mean one.
I get that it's meant to be lighthearted, but being just read through text, that affliction isn't shown very well.
My first attempt I died to the seemingly impossible fairy and what looked like Cthulhu vampire. My second attempt I went to the left and was alone with the fairy and unleashed every skill as much as I could until it was dead. Then there were no more enemies, and I couldn't progress through the level. Third attempt, I was writing this comment, and went back half way through to be at less than half health. So I ran all the way to the right again and everybody stopped attacking me, so I could easily kill them with the lasers and lightning bolt skills. I'm not sure if I killed the octopus arms or if they just disappeared.
It's a great looking game! I agree with CFHM, that sounds & Music would go a long way! Allowing the player to spam every action is kinda fun, but takes any challenge out of the game.
Thanks! If I didn't have other life responsibilities, I could've done so much more! If you stay touching the doggo after he attacks you once, he won't attack anymore, so you can get really close and imagine you're petting him! lol.
I wanted to implement a stamina mechanic, but I didn't have the time 😕. I'm no level designer (obviously), but I tried to make it "difficult" to find the table, like a maze.
Thanks for playing!
I'm not sure how to use my abilities. You say they cost health, but no matter what I do I don't see the health fall. The jumping isn't responsive sometimes, so I end up falling to my death.
I got all the way to the point where there was a huge gap with an enemy shooting at me. I'm guess I am supposed to ride the bullet to the other side? But I couldn't pull it off.
For those that don't speak French (myself included), this is what the first screen says:
As director of the scene, you must help Jean Bonde D'York to pursue the evil Doctor Bay Honne. To do this, you must place elements allowing him to move between the skyscrapers of the city of PigTy.
In the preparation phase, a panel allows you to place the available elements using the left mouse click. By pressing Space, you go to the action phase and the placed objects can be activated by a left click.
Press Space to start
It was difficult for me to activate the bombs at the right time, since you have to click on, or very close to them. Maybe make everything go in sequential order, regardless of where the player clicks?
Otherwise, it was a fun and interesting puzzle game. Good job! I'm just not sure if it followed the theme. (Pun intended)
Traduction française:
C'était difficile pour moi d'activer les bombes au bon moment, puisqu'il faut cliquer sur, ou très près d'elles. Peut-être faire en sorte que tout se passe dans un ordre séquentiel, quel que soit l'endroit où le joueur clique ?
Sinon, c'était un jeu de puzzle amusant et intéressant. Bon travail! Je ne sais pas si cela suivait le thème. (Jeu de mots volontaire)
And if you don't have an iPad, I just found this nifty website, www.soundtrap.com, that acts similar to it.