I think I figured it out. You were pressing dash a few frames before pressing up, and although there is a frame window of 10 frames (people said it was too hard) it didn't reset the dash timer, so you got less height. And because the dash is only ~20 frames, and itch makes the game run on a lower framerate, it becomes an issue. Fixed it, thank you for letting me know! Also, if you wanna give it a crack a again there is a bit of dialouge at the end :)
Tyde
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The puzzles are neat, though I don't know if the physics of a smaller block being able to push a bigger block against the wind but not the other way around are real. I was having fun kiting as many blocks as I could bring with me to furter levels (got to three extras, then I had to reset) and a bit annoyed I couldn't cheese any puzzles with them, but that's good game design. The player felt a bit slow especially since you sometimes needed to go all the way down a corridoor to see you need to lug a block there. You should also make the screen bigger, you can change this in the edit game page. Being fullscreen added a lot of information and made the puzzles easier. The music is very cool, I like the rollercoaster effect of the synth arpeggio. The art is really good, I like it a lot, but the astronaut feels kind of out of place. The invisible walls at the end also prevented me from going all the way to the 'thanks for playing' text. Also a bit wierd to be exploring a dead space station with fresh blood all over and come to the end to an upbeat space track with nothing more, but I totally understand you didn't have time to add a bossfight. Scope and story are always annoying to combine. Overall, it was a pleasant experience, and I really enjoyed it!
It is amazing that you managed to make so many banger levels considering you only had a week to do everything! The mechanics are interesting, but you manage without making it overly complicated, as a good puzzle game should. Especially nice how you instead of after making the first mechanic with the blocks creating something completely new, you gave the player a new way to affect a familiar job. Top tier game design, the only thing is that the players are a tiny bit too big, making the platforming aspects feel a bit too hacky for my tastes. Gameplay 5/5.
The gameplay was satisfying, and the art was really cute and worked surprisingly well for just two colors. I like that you added a speedrun timer, makes for great replay value. My only gripe is that the dash only works in-air, which was very confusing when I was testing the controls in the title screen. That was also really smart, to introduce them and let the player use them at the same time. Great game!
This game was really great! The puzzles were diffcilt, as they should be, but not impossible. The music was very dreamy, and the art cute. The only thing I have to say is that the dialouge boxes were a bit strange. I didn't notice the one in the corner at first, and it was very ambiguous who was saying what. Is the girl having an internal monolouge? Is she speaking to whoever put her there? It was a bit confusing, but didn't affect gameplay too much since the hints were all in the one in the middle of the screen. Overall this was a truly enjoyable experience!
This was a very cool concept! It was fun to explore and the music and the visuals were very nice! I really liked the way the piano chilled on the same base note, it somehow fit very well the chill gameplay and slow walk speed to have the music move very little harmonically. There are two things I thought of: sometimes I got stuck for a second because the roof was too low, or because the gap I was aiming for and the wall I was jumping from were only one block apart, which was a bit frustrating since this platformer otherwise isn't very technical. That made it feel more like an oversight than conscious level design. Also the movement speed is very slow, and then you get the dash and it's like wooooosh. I think the movement would benefit from reining in the dash a bit and instead making the walk faster, considering the long segments you pass before you get the dash. Maybe the wall jump could come with a secret walk speed increase as well? It was very nice though that you could just zoom up the stairs using the dash. It was a great experience, and the vibes were very nice!
Widows defender does that to all exe files. Try downloading your own game, there will also be a warning. Exe files interact strongly with the computer since they are already assembly, so windows says its a virus if its from an unkown publisher even though it isnt. Run the games inside a virtual machine and they cant hurt your computer anyways.
I really liked this game! The idea is interesting, and if you finish it this could absolutely become a banger visual novel! The art was gorgeous, I love the half-cartoony style of the characters, and the backgrounds with the blur effect are incredible! The music was also amazing, I especially like how the lofi-detuned style reflects the twisted surreal nature of the situation. Some minor QoL things I thought about:
1. When the devil and angel characters appear, their names are in reversed orded.
2. When describing someones appearance or emotions, the text isn't italicised, so it can be a bit difficult to tell right away if it is dialouge or descriptive.
3. The music is the same all the way through. I know, I know, I'm mainly a music guy, and I'm not trying to downplay the musics quality. The music was amazing and I know how much time making something like that takes, its just that the music is such an integral part of the mood that you really want to have it change to reflect the story.
4. When 'Fear' shows up, the text bubble says the character is called 'Emotion'. I know im nitpicking here, but these things are difficult to spot, especially for such a long game (as it will be when finished judging from the length of the intro).
5. The intro text conversation is a bit too sugary for me. I would say that given the serious situation and the interesting character development this story could lead to, having the characters be a bit less pixie-dreamy and more adult could benefit the story and make the girlfriends reactions to her lovers darkest sides more interesting than the "its ok i wuv you anyway :3" that her current portrayal suggests.
Overall, you definitely have the astheatic down, you just need to keep going and I'm sure this project will turn out amazing!
(Please take pity on a poor soul who couldn't port his game to wasm and go rate my game Grandma's Garden here: https://sixten-bergman.itch.io/grandmasgarden)
The atmosphere, art and music was suberb! Very scary, especially with how the enemies can be half insisde of walls and how they don't make much sound when approaching. The story was also really cool, and the voice acting at the start was amazing! As for playability, unfortunately, it lagged a lot for me, though that may just be my pc being old. This made it pretty awful since you needed to hit each enemy four times to kill it. To get around this, (this goes especially for level three) I would just snipe the enemies from a distance with during the animation when they activate. Maybe make them invurnerable during the animation? Also, communicate the sprint button to the player, I found it by accident and it helped a ton. Nice touch with the crosshair changing color, that helped a lot as before I noticed that it felt a bit frustrating since I didn't know if I hit or not. I think this game would benefit from two things: making enemies easier to kill (fewer shots, with the horror element it doesn't need to be super difficult) and making you respawn at the very start with a skip-cutscene button when you die. It kind of breaks the story when you respawn at the beginning of the floor you died on, with the stakes being so supposedly high. Overall, this was a great experience!
Very fun to play! I liked the hover mechanic and the way it accelerated, felt different from the standard double jumps of other platformers. I feel like with a bit more time and playtesting, you could have balanced it to make it more challenging so you really needed to squeeze the most out of every energy point. Great job, especially for a first time!
I really liked this game! The puzzels were fun, and the bossfight was delighfully difficult. I would suggest a couple of things:
1. Make the player hitbox smaller than the sprite. Nothing kills the will to play a game as much as being one hit away from defeating the boss and having a projectile just hit you. Keep in mind though, you might break the puzzles if you make it smaller in every direction, so i would recommend having a "hurtbox" for taking damage, and a hitbox only for collision.
2. Make the boss easier. For a short demo like this, having a grueling bossfight like this at the end is a bit too much. I enjoy hard bosses, but this one took me almost forty minutes, more than the rest of the game. One way to do this is to increase the delay between the boss deciding where to fire and it actually firing.
Overall, really nice demo! Ended up playing it twice to get the story because i missed the language options at the start, and enjoyed every second of it!