Nothing to feel sorry about! I'm sure it'll only make the finished product better in the end, just do what you have to. :3 Besides, that's probably the main advantage of having devs as your target audience — they can easily relate to the pain you're facing. :D
Gil4
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Oh wow, we're really happy to see you again, CoalFire! Thank you for your support!
And thanks for your feedback as well! Yeah, we know the game was quite difficult, and I admit that the last part was a tad too much. Can imagine how frustrating to you it was, I'm very sorry. <_< Actually, I've even made the hitboxes for the spikes in that part smaller already as part of the next build. My main mistake was using that design in a game jam environment where I didn't have enough time to design more of those "race challenges" and educate the player enough to be ready for it. The trick was simply starting as far from the door as possible (so all the way to the wall to the right of the mushroom in this case), since Dunwo is faster than the sphere and the bigger the distance the sphere will travel, the bigger Dunwo's upperhand will be. But I digress, it's definitely not the most intuitive thing in the world so I should've definitely avoided such a challenge. At least there's no way to die in the game, haha.
I also want to say that your playthrough was among the best ones in terms of platforming skills displayed, which was really pleasant to see. :3 Have you noticed the DraBot easter egg, by the way?
Sure thing! Do you mean that door before it or something else? You have to shoot the sphere along the lower floor while basically racing it on the upper floor; that way you can open the door before the sphere reaches it and stops, then teleport after the sphere passes the door.
Thank you, we're really happy to hear that! As for the necklaces - it's up to the players to decide all the backstories. We intentionally weren't telling the story directly, that way you were basically in the same position as Dunwo himself - you could only guess the plot by analyzing found items and making assumptions about the whole picture they form. I could only say that the letters on the necklaces weren't random, but even their meaning is more of a symbol first and foremost.
And again, thank you for playing our game!
Thanks a lot!
Yeah, we know it's a pain, but that was kiiiiind of required to get our message across. This game is not about displaying some perfect platforming skills, and that's why there's no way to die or get a game over some other way; re-evaluating which things matter, on the other hand, was the leitmotif of this game, and to have players actively decide what they consider more valuable to preserve as the legacy of a now dead civilization we had to be quite cruel with the game's difficulty (or at least that's what we had in mind). That said, it's still possible to finish the game perfectly and collect every item there is, just unlikely on the first try.
This game was done as a duo, and just so you know, one of us creators feels your pain, having difficulties with several sections in the game. :D
Thanks a lot! Yup, we figured we need a checkpoint system an hour or so before the jam end, but unfortunately didn't manage to implement it bug-free that fast. One of those things that are hard to notice when you know your game in and out and it's a lot easier for you than it'd ever be for your players. :D
Neat idea, although a bit unclear in the beginning. Had to watch the video tutorial for a bit to understand it. Also, once there was a case of me getting stuck, then the camera went up, I was left out of the screen and couldn't do anything, yet the game continued, probably some rare case of a game over not accounted for? Well done!
An interesting approach to a maze game with the additional darkness layer, props for it actually mattering (lots of games like that are actually easy to complete in the dark for one reason or another). I'd look into the movement code, bumping into a corner results in a rather unexpected "ricocheting" movement, you could just use a tile-based movement scheme instead since the level design is already fully tile-based anyways. But that's not that important and easy to get used to, just a suggestion of making it feel even better. :P Also, some sounds apparently didn't load for me (I doubt you've used some strange gray noise intentionally), windows build. Good job with your entry, I enjoyed it!
Ha, one of the more original concepts out here, haven't seen this mechanic used before. I'd probably add some variety to enemies' "playstyles", maybe even give them different weapons and use some kind of an arena setting, then with some well thought-out monetization system it could even reap some profits on mobile. Good job!
This felt oldschoolish and nice, I'd create some additional enemy variations plus maybe tighten the controls up a bit (acceleration and especially deceleration were a bit too much for me, but I guess that could just be my personal taste), then proceed to publishing to the app stores, it's simple yet charmingly so. :) Well done!