The boss' visual feedback was very broken. It would get hit and stay flashing (though I think that was intentional) but would also sometimes take damage (or at least play a damage sfx). Because of all that it took longer than necessary to learn the boss' movements and act accordingly. Initially, I would get stuck in a corner and die instantly from contact damage.
One the plus side, I liked the use of the extended dash.
Wow, nice little game, in addition of all said until here, I think it will be more balanced with a tinny little milliseconds of invulnerability after dash, but of course it will be great for a player like me who have no patience to be extra precise killing the enemies. But it will help in the thing about the future enemies out of the screen. Again, great game.
Thanks a lot! There should be a invulnerability window after getting hit! Also if you haven't, please check out the post-jam build if you have the time. Cheers!
I really like the atmosphere and visual style of the desert, but a few things in this game make it a little too challenging unless you already know what's coming up ahead. I feel like the main attack could be either closer range, or some of the platforms could be longer because of how easy it is to get hit by enemies and spikes you can't see in some places. That and I still haven't gotten the ship piece back because I keep running out of water while trying to dodge the lasers. However, the graphics are easily worthy of 5 stars, and the boss battle looks pretty cool. I just haven't gotten to it because of the difficulty :P
Thanks a lot! Definitely right about the difficulty, lack of intuition perhaps. To balance a bit, I modified the camera to lead further to the direction player faces and lowered the water consumption rate while you are in the desert, in the downloadable post-jam build. I'd love to hear your thoughts on changes and if you think they helped to fix it a little or not... And if you want to reach the boss quickly, there is "speedrun" bug in the original version (which is squashed in the post-jam build) that lets you reach further east and get the final regulator which activates the boss :)
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I'm encountering a couple of bugs and some minor annoyances in the PJB download version that mean I couldn't beat the first level.
1) One of the ground bots got stuck in the rock
2) One of the permanent laser flying bots is stuck in the air and I can't progress any further.
3) In the section with a few permanent laser flying bots, the platform after the spikes is too small to land on while also avoiding the lasers.
Also, I wish there was better visual feedback for hitting flying enemies. It's fine for the ground types.
The artwork is superb though.
I played thru the online version and finished it.
The boss' visual feedback was very broken. It would get hit and stay flashing (though I think that was intentional) but would also sometimes take damage (or at least play a damage sfx). Because of all that it took longer than necessary to learn the boss' movements and act accordingly. Initially, I would get stuck in a corner and die instantly from contact damage.
One the plus side, I liked the use of the extended dash.
Overall, a nice game. I look forward to more.
can this work on analogue pocket 🤔
This game is beautiful!
wow this looks amazing !!!!
its great but why do games like these always have z-c controls instead of wasd its not a game changing feature but it fells unusual
Impressive work ! did you make all the code and art ?
What framework did you used for this project ?
Thank you! Glad that you've enjoyed it. All code, art, music made from scratch by me using Unity..
Great, i was thinking of pico-8 more than unity ;) the html5 export seems to works fine
Wow, nice little game, in addition of all said until here, I think it will be more balanced with a tinny little milliseconds of invulnerability after dash, but of course it will be great for a player like me who have no patience to be extra precise killing the enemies. But it will help in the thing about the future enemies out of the screen. Again, great game.
Thanks a lot! There should be a invulnerability window after getting hit! Also if you haven't, please check out the post-jam build if you have the time. Cheers!
I really like the atmosphere and visual style of the desert, but a few things in this game make it a little too challenging unless you already know what's coming up ahead. I feel like the main attack could be either closer range, or some of the platforms could be longer because of how easy it is to get hit by enemies and spikes you can't see in some places. That and I still haven't gotten the ship piece back because I keep running out of water while trying to dodge the lasers. However, the graphics are easily worthy of 5 stars, and the boss battle looks pretty cool. I just haven't gotten to it because of the difficulty :P
Thanks a lot! Definitely right about the difficulty, lack of intuition perhaps. To balance a bit, I modified the camera to lead further to the direction player faces and lowered the water consumption rate while you are in the desert, in the downloadable post-jam build. I'd love to hear your thoughts on changes and if you think they helped to fix it a little or not... And if you want to reach the boss quickly, there is "speedrun" bug in the original version (which is squashed in the post-jam build) that lets you reach further east and get the final regulator which activates the boss :)
Thanks! I don't think you can play it on an IOS device right now, it does not have on-screen controls..
Really fun game!
Thanks!
Hard =o but really cool !!
Thank you!!