I think this game has alot of potential, but the layout of the hub is hard to navigate, and the lighting doesn't do help visual cohesion. I think the character is just a tad stiff, and while running helps, I don't entirely see the point in having it wear off after a while. I think with all the collectibles being so far spread out, death shouldn't make you lose all your progress in the way that it does. I understand it's a prototype so I'm willing to be lenient but I feel like I didn't have as much fun as I wanted to. That being said, I will be following progress and looking forward to more you cook up in the future.
thanks for playing! some good feedback. I've been on the fence about how those collectibles work myself, it may be too punishing for no great reason, yeah. infinite dashing...will consider but...there's (the temptation of) a black magick power-up that resolves this and then some so maybe not. re: navigation/visual cohesion, time will tell if this is a matter of being prototypey or perhaps personal taste. I am interested in being a little more obtuse about level design/exploration than most platformers so the rewards/sense of satisfaction might be less conventional... these are things I'm thinking about anyway. cheers!
Hi, I have a problem with the Xbox gamepad controls.
Analogue control doesn’t always work immediately when you move, and when Spoopy does move, it stops after a couple of seconds. There is some strange lag here.
The funny thing is that it doesn’t happen when you move it on the crossbar.
Thanks for the info. I might try something in a new build at some point but...I'm stumped, and you're the only person that's informed me of this issue so far :/
(btw, you can adjust camera sensitivity with the slider in 'Controls' sorry it's not labelled and the incrementation is annoyingly finite, gotta fix that)
very nice!! maybe bacuse i don't play 3d platformers much, but i'm getting lost a little. idk how to get to the other end of the red carpet or collect all the stars in time
thanks for playing! ah, the layout is a little obtuse >:p there's that path of long, higher platforms that wraps around to the other side of the carpet. the easiest way to get up there is probably a) by way of the floating poles (hop on, jump from pole to pole) or b) using the clouds at the lowest ground level for a super jump up. that'll probably help you figure out the star challenge which is a matter of plotting out the best path from star to star once you know where they all are - I was thinking about making a video about this so if it's still giving you trouble let me know and I can do that soon :)
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Level design is a tad bit confusing. It's hard to tell where you're supposed to go and the dark lighting doesn't help the readability of the level.
I really like the soundtrack though, very catchy.
I think this game has alot of potential, but the layout of the hub is hard to navigate, and the lighting doesn't do help visual cohesion. I think the character is just a tad stiff, and while running helps, I don't entirely see the point in having it wear off after a while. I think with all the collectibles being so far spread out, death shouldn't make you lose all your progress in the way that it does. I understand it's a prototype so I'm willing to be lenient but I feel like I didn't have as much fun as I wanted to. That being said, I will be following progress and looking forward to more you cook up in the future.
thanks for playing! some good feedback. I've been on the fence about how those collectibles work myself, it may be too punishing for no great reason, yeah. infinite dashing...will consider but...there's (the temptation of) a black magick power-up that resolves this and then some so maybe not. re: navigation/visual cohesion, time will tell if this is a matter of being prototypey or perhaps personal taste. I am interested in being a little more obtuse about level design/exploration than most platformers so the rewards/sense of satisfaction might be less conventional... these are things I'm thinking about anyway. cheers!
Hi, I have a problem with the Xbox gamepad controls. Analogue control doesn’t always work immediately when you move, and when Spoopy does move, it stops after a couple of seconds. There is some strange lag here. The funny thing is that it doesn’t happen when you move it on the crossbar.
dang that sucks, thanks for letting me know. hm...if you have time to respond:
Thanks!
Thanks for the info. I might try something in a new build at some point but...I'm stumped, and you're the only person that's informed me of this issue so far :/
(btw, you can adjust camera sensitivity with the slider in 'Controls' sorry it's not labelled and the incrementation is annoyingly finite, gotta fix that)
very nice!! maybe bacuse i don't play 3d platformers much, but i'm getting lost a little. idk how to get to the other end of the red carpet or collect all the stars in time
thanks for playing! ah, the layout is a little obtuse >:p there's that path of long, higher platforms that wraps around to the other side of the carpet. the easiest way to get up there is probably a) by way of the floating poles (hop on, jump from pole to pole) or b) using the clouds at the lowest ground level for a super jump up. that'll probably help you figure out the star challenge which is a matter of plotting out the best path from star to star once you know where they all are - I was thinking about making a video about this so if it's still giving you trouble let me know and I can do that soon :)
no need for a video, i just hope others don't get lost like i did. good luck with the full release
(sorry for responding 2 months late hahaha :D )
Make the executables actually .exe files so they can run plz. Thanks.
My bad. I accidentally overwrote the Windows build with a Linux one, thanks for the heads up!