I haven't looked too deep into the project and I am not familiar with those devices but it seems like a cool idea. And as long as you don't sell the games I don't mind if you redistribute them for other platforms as long as credit is given.
Michael Grieshofer
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Damn great job on beating it without hints. Didn't think anyone would pull that off.
You are right about needing three runs minimum. That wasn't really that clean design wise and there is a lot of potential for a much better game in here.
This was my first time doing something in 3d and I struggled a lot just getting the basics right.
It's quite a rough experience but I'm glad to hear that you got something out of it.
Thanks for the comment <3
I completely get where you are coming from. It's not very easy to tell where to go and I hope to fix that with an update at some point.
The complaint about movement being slow is also very much understandable because there is the whole rain time limit element to it. While it's kind of the point, I also see why it won't click with anyone.
But thank you for giving it a shot anyway. Very much appreciated
Thank you :D
I couldn't agree more with the point on the level design. It is pretty much the single most lacking thing in the game. Absolutely wanting to revisit it and playtest a lot.
From the abilities you have I feel like you pretty much saw everything. The game doesn't really have an end yet (only a text message where the finale was supposed to go).
Thank you for playing
Thanks for the compliment on the pixel art.
There are many nice beginner tutorials on YouTube. I especially recommend AdamCYounis. Generally when making pixel art it is important to keep iterating on it until you get to a nice result. For color palette you can check out https://lospec.com/ . It's where I got mine from. Just make sure to credit the creator.
About the effects not showing: That's strange. But you said that your PC can't render Godot games in general. That might be worth looking into. But without further information I can't really say what the issue is.
The after image should display tho. Only some moves that are unlocked later use it, so you might not have gotten to those.
(also there are upgrades for the boost but there should probably be one earlier)
Thank you for playing :D
This was so fun. I love the artwork and the way you made this in 2d. It absolutely achieves the feel of a 3d shmup like star fox. Really impressive.
Took me a decent amount of tries to beat it but it never feels overwhelming. I like how the stone arches fade out after you pass them, nice detail.
Great game. Thank you for making it.
Actually I think the beginning was where I struggled the most. Some of the early platforming segments with the switch state blocks are pretty precise and I found them fairly difficult because they have the timing aspect to them in addition to just getting the angles right.
Later on I think the platforming was a lot easier but that may just be a result of the enemies not being an issue. (Or maybe I just got used to the physics I am not sure.)
But I would love to check out a full version if this if that ever comes to be.
Some really good points here.
The concept is a little messy you are right. We started off with a slightly different idea to what the game eventually became. In the initial concept we had more of a focus on puzzles and more ideas like having to make use of different enemy AI or different geometry.
However when I experimented with some of those things I wasn't really liking them anymore and the mechanics had shifted more towards a precision platformer with a "modify world" button.
And yes the streamer concept was also left to the wayside a little. It was always supposed to just be the theme and the meta narrative but there were a lot of ideas that we didn't manage to implement or decided against, like typing in a streamer name, some dialog lines for certain game events, etc.
About the movement:
the wall jump is a little too sensitive yeah. I think I should have made sure the player is actually holding the direction towards the wall to initiate the wall sliding state.
And the double jump should probably add momentum and not overwrite it. It can feel a bit awkward when you are double jumping out of a staff bounce and it eats all your momentum.
Thanks for the feedback, it is greatly appreciated.
I'd say shift to switch between mode is pretty intuitive, at least that is what I defaulted my game to. then everything else can be bound to space, that being the jump, wall jump and dash. (dash is only available in dark mode so it shouldn't overlap with double jump)
Obviously it would be perfect if you had key rebinding and controller support but just having one button for switch mode and dash and wall/double jump on the jump button would make a huge difference alone.
As for the wall jump, I noticed that you have to wait for the slide but sometimes I still got a double jump instead. Maybe I was pressing the opposite direction to early or I wasn't close enough to the wall and was pressing walljump without entering slide state.
Whatever it was I think that having to wait a second to enter sliding feels a bit weird. I assume you can only enter wall sliding state from falling and that may be the issue but I could be fully off base here.
I pretty much agree with what other people are saying. Too many buttons, inconsistent wall jump.
It feels like you need three hands to play this.
playing with WASD doesn't work because Q and E are right above it. making for example jumping to the left and changing to dark mode extremely awkward. But arrow keys don't work either because Q E and J are just way too far apart to press them with one hand. The best way to play this I found was to use both WASD and arrows at the same time and switch between them depending on the situation.
Aside from control layout there are some other issues here. There is one platforming setup that comes up quite often where a moving platform needs to be jumped on in one mode while only visible in the other. Meaning you need to time it because it is fully invisible in the other mode. Combined with the wall jump sometimes not working and the poor control layout this was very awkward as well.
I like some of the level design you have going on here and the art is great but unfortunately I can't get past how awkward everything feels. Would love to try a version with those things fixed.
Really clever idea that I think could have some potential for iteration.
At the moment I think the way you interact with the dungeon is a bit too simple. There should be more reason to switch between the modes. The best way to play atm is to get a really short path to the dungeon and then just rush through it while skipping all the enemies. The actual dungeon and the combat is honestly the one part that I enjoy the least in this game, but if there was a way to tie it in more with the match 3 puzzles than I think there is potential here.
Great proof of concept tho and extremely unique.
lovely game, however I don't appreciate the inverted x axis. That shit should be illegal. jk
The movement was kinda jank but in a funny way. Especially loved the "death" animation. I got all the upgrades (with the movement speed upgrade being the last one - yes it was painful) and I think I got all the audio logs.
The intro was really well done and I love that you can visit the real world from inside the game. Idk what lore implications this has tho.
Overall I would rate it a ... 7/10 I guess
I finished the full version of the game and I have to say that I really like some aspects of this and others I think could use some work.
First of all the artwork is insane. The detail in the backgrounds, the colors, the little animations for the smallest of things like the rats turn around animation - all of it superb.
I like the level design in a sense because of the way you wrap around the game world and how spaces connect to each other. It never really comes into play in the actual navigation because it is quite rail roady (except for one section in the end but even that wasn't too much of an issue), but it gives a nice idea of how the two worlds are connected to each other.
The actual level design is a bit hit and miss tho. I am not the biggest fan of the endless enemy tunnels and strings of floating blocks that you need to jump on. The approach to the setups is quite linear in the sense that you always interact with the game mechanics in the same way. Some more experimentation would have been very appreciated.
There was never a platforming segment that I found really satisfying to beat even tho some were quite long without any checkpoints.
The character movement is also not really something that appeals to me personally but I can see what you were going for. I just don't like it when the jumps are this high and there is a lot of horizontal speed. It feels very frantic and volatile to me. Also I think the areas for grabbing ropes are a bit too small.
Keep in mind that those things I critiqued are just my take tho. This is clearly very well made and this may just not be the kind of platforming I prefer. The presentation, music and storytelling already push this a lot in my opinion. So ultimately great job.
I haven't seen a first person survivor game yet so props on that idea. I think this could have gone wrong but the map kinda makes it work.
I also really like that there is some actual aiming involved in the beginning of the run. Generally the beginning was the most fun because you actually have to look out for enemies trying to swarm you. Later on when you have all the upgrades it becomes a little repetitive but I guess that is just an inherent problem I have with this type of game.
I found most of the cards to be not that impactful except for the death card.
Generally this was quite fun honestly. I got all the upgrades in my second run when I knew what the colored upgrades meant and got to level 110 at the end.
Fantastic game. Keep it up.
Loved the visuals and story. Just had to overcome the initial confusion because the antenna section was a little unclear. After that I got stuck in the first puzzle because I missed the controls section.
The puzzles themself were really good. I just wish the movement was grid based because the slippery running was making lining things up with multiple characters a bit annoying. I also got soft locked because my two characters got stuck in the same space at some point and I couldn't get them out.
I like what you did with the ending tho and the whole premise was very clever. Nice job on this one.
wow props on starting with hard mode. and congrats on your normal mode time, very impressive.
I was actually thinking of doing an extra level based on the platform momentum but decided against it so we could do some more polish in other areas.
Not sure what the phase skipping of rotating platforms could actually do tho. It's more a result of finding a solution for how quick mode switching should be handled in an intuitive way.
Thanks you for the kind words and thanks for playing :D
you are 100% right there with saying that a lot more fun interactions would have been possible. I had a bunch of ideas that I thought were cool but that we decided to not go with because of time constraints so there is still a lot unexplored territory with those mechanics.
Also thanks for the bug reports. I was aware of the second one where the staff still kills enemies when not flying anymore. (I was just too lazy to fix it -_-)
Thanks for playing
Decent take on the shoot to move/ rocket jumping thing.
I really liked the boss battles. The artwork for those was great. I feel like the game was giving me a freebee a lot because it felt like I should have died a lot more than I did to enemies. But I assume they cannot kill you ?
The platforming was actually kinda fun towards the end. I was a bit unhappy with the movement in the beginning but when it began being more about just moving around big rooms, dodging spikes and using gravity inverters and less about the switching blocks it became a lot more fun.
Movement is generally a bit jank but the game is not punishing at all so I think that is fine. There were a lot of cool moments and unique setups to keep the gameplay fresh and sometimes that's more important than sheer polish.
Liked this one more than I had expected to. Great job.
Damn those effects go so hard.
I found it a bit hard to tell to what lane I would switch and the rhythm was a bit hard to make out sometimes when there was too much going on at the same time.
But just wow. It was seriously impressive how into it I got and how good this feels to play. Great job with this one.
Actually a great bullet hell. I might spend some time getting good at this later on to get a 1CC. Really good job with the sound design and patterns. There is no downtime and all the patterns are really fun.
Just wished I could have an option to reverse the speed increase from having it speed up to slowing down when pressing the button.