Is it possible to get the ||map|| before the ending? I found it while playing around after the end. Very interesting, unique non-traditional Metroidvania.
Is it possible to get the ||map|| before the ending? I found it while playing around after the end. Very interesting, unique non-traditional Metroidvania.
Yes, 100% possible
Christ man. I mean cool mechanics, but it could use some hammering and as someone that's finished genocide on Undertale and cleared the Rapture in Super Meat Boy; this game is exhausting; just something about so long of a marathon with no healing; I've yet to see the boss, the upgrades seem to have minimal effect and I'm just tired. The button-spammy controls don't help either. Probably should be harder but shorter levels with healing in between instead of kill 350 things over around 15 minutes marathon.
Thanks for the feedback, it's appreciated. I'm planning on improving the pacing for the next release, making it feel much less grindy.
I didn't mean to play all the way thought this in one sitting, but I did...uhh thanks for that. Oddly addicting as well as relaxing...
Repeatedly reached the last level but didn't clear it didn't feel like going through the whole thing again. Maybe change to repeat the level with your chosen bindings instead of losing more keys on death?
Good game jam entry; but bad game. The visual effects are neat; but way too much; making the graphics hard to read and being quite annoying.
I'm abstaining from actually rating officially, but I'll leave this comment. I can't load this game; it says my computer can't allocate enough memory to the webGL window. You really need to work on compression. If I saw your Unity asset folder I could give more detailed advice, but I'd understand if you wanted to keep your source closed.
You fell into the same hole I usually do for Ludum Dare. I've only finished one myself (look for Toy Soldiers on my profile). You tried to make something that was complicated from a programming standpoint and therefore barely got it done; with substantial glitches and oversight and had little to no time to make tutorials or good level designs within the time-limit; ultimately creating something that is very confusing to the point of impossible for the average player (a lot of controls; no in game tutorial to ease the player into how to properly use them; instead just being dropped into a level and having to read a text box to figure it out).
At this point; it's not really enough of a prototype for me to say much. Spend a couple more days on it to get a tutorial to the point that a player could understand it more easily and I might have more to say.
Hey! Thanks for the response :) I know what you're saying, I'd originally left two hours for audio and polish, but evidently it wasn't near enough for what it required :P That said, thanks for playing and enjoying it, I'll be updating it in the future :)
My biggest problem with this is a lack of good parenting. When you're standing on something moving you should move with it and not constantly fall off. I'm about to ragequit because of how hard this is making it for me to make a particular jump.
Age 33, Male
Indie Developer
Joined on 12/19/13