Finally 100%ed the game. As I said before, it's really good, but there's one more issue that should be fixed: some vertical sections make the player bounce upward on rocks/spikeballs into another row of rocks/spikeballs (like the tree-trunk level in world 2 or the wrap-around segment in world 5), but since they don't start moving until coming into the screen, there's a chance they'll spawn on top of each other, meaning the player can't get up without taking damage. There's an extra problem in the world 2 level, since waiting for them to come back around after missing one jump causes them to go offscreen and stop moving, so when going over to see what happened, all the spikeballs end up on top of each other:
EDIT: An easy fix for this issue is to shorten the horizontal halls the spikeballs are in, so that said halls are too short to go off-screen.
I also recommend a couple changes to the Wild House (world 3 bonus level): have the doors drop players directly on the sign so they can read the rules BEFORE doing trial-and-error to figure out what they are, and add a sentence to the sign in the first room to let players know they can still bounce by attacking instead of having to rely solely on dashing (because attack-bouncing is still required despite the sign saying players can "only dash").
EDIT: Also, please move the wall at the end of the final dash-only room one unit left so that players can't dash past the door and get stuck.
I've been playing the game on Steam, and it's pretty good so far, but can you PLEASE make the wall-jump walls a more distinct color from non-wall-jump walls? EDIT: Maybe also make them striped for extra visibility? They blend in too well as-is. In the second level of world 3, one of the coins is up a shaft, and I kept thinking I needed to get the balloons past the on/off electric barriers, but they'd keep popping no matter how empty the space was. It wasn't until after a couple deaths where I noticed the wall suddenly became wall-jumpable at that point, and I didn't need the balloons at all. EDIT 2: Same is true for the on/off blocks in Emmy's level: wall-jumping off of them is required right BEFORE the vertical shaft that would've made it intuitive!
EDIT: While I'm at it, is the dialogue supposed to be grammatically awkward, or do you need to proofread the script?
Finished! This wound up being way meatier than I expected, took me like five hours over a couple sittings. Lots of neat level gimmicks, very cool finale. Thanks for making this, it's a really impressive package!
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Finally 100%ed the game. As I said before, it's really good, but there's one more issue that should be fixed: some vertical sections make the player bounce upward on rocks/spikeballs into another row of rocks/spikeballs (like the tree-trunk level in world 2 or the wrap-around segment in world 5), but since they don't start moving until coming into the screen, there's a chance they'll spawn on top of each other, meaning the player can't get up without taking damage. There's an extra problem in the world 2 level, since waiting for them to come back around after missing one jump causes them to go offscreen and stop moving, so when going over to see what happened, all the spikeballs end up on top of each other:
EDIT: An easy fix for this issue is to shorten the horizontal halls the spikeballs are in, so that said halls are too short to go off-screen.
I also recommend a couple changes to the Wild House (world 3 bonus level): have the doors drop players directly on the sign so they can read the rules BEFORE doing trial-and-error to figure out what they are, and add a sentence to the sign in the first room to let players know they can still bounce by attacking instead of having to rely solely on dashing (because attack-bouncing is still required despite the sign saying players can "only dash").
EDIT: Also, please move the wall at the end of the final dash-only room one unit left so that players can't dash past the door and get stuck.
I've been playing the game on Steam, and it's pretty good so far, but can you PLEASE make the wall-jump walls a more distinct color from non-wall-jump walls? EDIT: Maybe also make them striped for extra visibility? They blend in too well as-is. In the second level of world 3, one of the coins is up a shaft, and I kept thinking I needed to get the balloons past the on/off electric barriers, but they'd keep popping no matter how empty the space was. It wasn't until after a couple deaths where I noticed the wall suddenly became wall-jumpable at that point, and I didn't need the balloons at all. EDIT 2: Same is true for the on/off blocks in Emmy's level: wall-jumping off of them is required right BEFORE the vertical shaft that would've made it intuitive!
EDIT: While I'm at it, is the dialogue supposed to be grammatically awkward, or do you need to proofread the script?
I'm planning to do more levels but I love this, I have not fully played since the Prologue
nice retro
Very cool game, I am hilariously bad at it however even with accessibility settings for the really hard parts.
Finished! This wound up being way meatier than I expected, took me like five hours over a couple sittings. Lots of neat level gimmicks, very cool finale. Thanks for making this, it's a really impressive package!
Very fun game, congratulations you did a great job.