Yeah! :D
R_Goulart
Creator of
Recent community posts
Thank you so much for the feedback and for playing my game. This Jam version is really having a lot of problems, and after it I will upload a more refined and balanced version.
The main change will be the option to play without the mini-games, but I also adjusted other minor points that unintentionally made the game difficult. This is meant to be a light game that gets easier as the player acquires upgrades, and I intend to make it more fun.
Thanks for the feedback. A lot of people have complained about these mini-games, so I'm going to add an option at the beginning of the game where the player can choose to play with or without them.
Thank you for reporting the bugs. I made the game alone without enough time for testing, so the post-jam version will definitely be better.
Muito obrigado elo feedback. O mini-game está dando dor de cabeça para muitas pessoas, farei no início do jogo a opção da pessoa escolher entre jogar com ou sem eles. O bug dele travar e descer lentamente acontece em um conflito caso o jogador termine o código junto com a barra zerando, ele apareceu para mim há poucos dias, então já estou vendo como resolver.
Esta trava do jogador prender no teto no primeiro Boss eu não havia previsto mas faz muito sentido, já tenho em mente como resolver.
Quanto a salvar quando fechar, vai exigir criar todo um sistema de save no jogo e, por mais que ajude em bugs, acho que vai ser mais complexo do que corrigir os bugs individualmente... Enfim, vale a pena pensar.
Valeu mesmo pelo retorno! o/
Thank you very much for the feedback. Both the bug of the arrow jumping when it shouldn't and the bug of finishing pressing the key at the end of the timer only appeared for me a few days ago, so I'm already fixing them.
The upward jump only appears when she's grabbing the edges, because she gets the wall jump further forward and it was causing a conflict between the buttons, but I intend to adjust that. I didn't get to see Slato parrying with the up button, but I'll investigate.
I will make it possible for the player to choose whether or not they want these minigames before the bosses and saves, thus preventing frustration for those who don't want to go through that.
Thank you very much for your feedback. I haven't had time to adjust the difficulty balance, and I understand that the design may have become too punishing (problems of making a game jam game alone). The mechanic for climbing the ledge uses an upward tap because the jump button is then used against the wall for the wall jump, and it was causing a conflict.
After making a separate button on the gamepad to activate the parry along with the defense, I plan to do the same on the keyboard by removing the upward button. In fact, the enemies that shoot fire from the spikes are better countered when you use the Parry to deflect their shots before advancing, and if you can't use the ability, you'll have more difficulty. I particularly like using the downstab (down and attack in the air) to bounce off them, but it can also be difficult to do. I plan to apply a secret item that negates knockback, but this and other adjustments will only be made after the game jam voting is over.
Thank you so much for your interest in the game and for your honest feedback. I will consider what can be done to make the game less punishing and more fun. I hope that next time you will be able to enjoy the game after the changes.
I'm glad you enjoyed the game. The hole is there to teach the player how to grab onto ledges (jump near the ledge by holding the button in the direction of the wall). Metroidvanias don't usually have tutorials with arrows because, as an exploration game, the player must explore and discover the path by expanding the map (if you pause the game, there's an option to view the map). Thank you for playing and for the feedback :)
Thanx a lot for the feedback. I didn't have time to adjust the balance in the game between making it too easy to become a walk in the park and making it so difficult as to become frustrating – and I ended up falling into the latter category.
I had to use the up button to climb onto the platforms because later the player gets the Wall Jump, which works by pressing the jump button against the wall, and it was causing a conflict.
There are several adjustments I want to make to the combat; for example, I'll make it so that the player deals damage every frame of the animation, reducing the number of attacks needed to kill enemies.
The anxiety mechanic has more of a narrative than a practical function. I introduced it at the checkpoints so the player could learn and practice it further; it's also useful at the start of each boss fight, as failing to do so causes the player to begin the fight with a temporary penalty.
The game has a lot of things that need fixing, but I'm glad you played it, thank you very much! :)