Beat it! Game was pretty fun. I didn't expect it to have an ending once I realized the doors were all fake, so finding one was a nice surprise. The boss was a bit of a jump in difficulty-- the rest of the game I didn't die even once but it took me three tries to beat the boss (although try number two was because I was trying to be cheeky and got death planed on the way back from start, so that might not count).
Thank you for playing, the doors are real, I just blocked them off for now as there is nothing truly built up yet in the second area.
I do agree that the boss is a bit of a difficulty jump, mostly because of its phase 3 attack speed increase. Guess I can be happy the regeneration system was not yet implemented for the boss, it might not have been beaten then.
Thank you for your feedback and I am glad that it was fun, please look forward to future updates, there is even a minotaur boss planned.
I think this is a neat prototype, it has that Metroidy feel to it while having its own uniquely punchy visual and audio style. I didn't get too far in the game but I just wanted to leave a couple of points of feedback based on what I experienced:
1. The dash seems to go straight through any sort of environmental boundaries- it's very easy to phase out of the edges of the map accidentally, especially if you dash diagonally. While this is very funny to do there's a lot of instant deaths that can happen this way.
2. It feels very weird and inconvenient having to use the mouse to fire, especially when you can't actually control where you aim with it. I'd prefer just having another button on the keyboard like K or L or something. Also, I don't think Ctrl should be used at all for a web-based client game because depending on your browser or specific operating system these can very easily accidentally trigger a lot of random gameplay disrupting shortcuts (like if you press ctrl while moving right this triggers the "create bookmark" shortcut in Chrome which pops up every single time this happens).
Thank you for your feedback, it is actually meant to be a downloadable game, I just converted it to WebGL in the prototype stage to make it easier for players to access it.
The reason I am using the mouse for shooting is because I am planning to later add mouse based aiming, and it's easier to build for it from the start, it will also work with the ability system that I am planning.
The dash system is made to go through the environment as it is a navigation trick, basically it's setup to allow you access to secret areas, I do believe I have set it to bounce back when stuck in walls. So when doing the final level builds, I will build the impassable walls to be thicker than the dash.
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Beat it! Game was pretty fun. I didn't expect it to have an ending once I realized the doors were all fake, so finding one was a nice surprise. The boss was a bit of a jump in difficulty-- the rest of the game I didn't die even once but it took me three tries to beat the boss (although try number two was because I was trying to be cheeky and got death planed on the way back from start, so that might not count).
Thank you for playing, the doors are real, I just blocked them off for now as there is nothing truly built up yet in the second area.
I do agree that the boss is a bit of a difficulty jump, mostly because of its phase 3 attack speed increase. Guess I can be happy the regeneration system was not yet implemented for the boss, it might not have been beaten then.
Thank you for your feedback and I am glad that it was fun, please look forward to future updates, there is even a minotaur boss planned.
I think this is a neat prototype, it has that Metroidy feel to it while having its own uniquely punchy visual and audio style. I didn't get too far in the game but I just wanted to leave a couple of points of feedback based on what I experienced:
1. The dash seems to go straight through any sort of environmental boundaries- it's very easy to phase out of the edges of the map accidentally, especially if you dash diagonally. While this is very funny to do there's a lot of instant deaths that can happen this way.
2. It feels very weird and inconvenient having to use the mouse to fire, especially when you can't actually control where you aim with it. I'd prefer just having another button on the keyboard like K or L or something. Also, I don't think Ctrl should be used at all for a web-based client game because depending on your browser or specific operating system these can very easily accidentally trigger a lot of random gameplay disrupting shortcuts (like if you press ctrl while moving right this triggers the "create bookmark" shortcut in Chrome which pops up every single time this happens).
Thank you for your feedback, it is actually meant to be a downloadable game, I just converted it to WebGL in the prototype stage to make it easier for players to access it.
The reason I am using the mouse for shooting is because I am planning to later add mouse based aiming, and it's easier to build for it from the start, it will also work with the ability system that I am planning.
The dash system is made to go through the environment as it is a navigation trick, basically it's setup to allow you access to secret areas, I do believe I have set it to bounce back when stuck in walls. So when doing the final level builds, I will build the impassable walls to be thicker than the dash.