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The lighting system is certainly amazon, but maybe the difficult is too high

lovely game with gorgeous visuals! Although I found that some of the items need a description because I couldn't find any information on it. I also think that having the levels being procedurally  generated could be a fun idea.

I think that a photo mode could also be quite nice because, again, the visuals are beautiful.

This doesn't run on the latest Mac computers and OS.

Very nice concept but controls are just terrible :( Gravity is too strong and character runs too fast.

Struggled with the controls a little,  but the game has a cool, unnerving vibe with a fitting art and music style.

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The art is candy to the eyes
and the sound is like a good pizza.
The controls did feel a bit wierd.
Overall hard game. i Enjoyed it!

Thanks a bunch!

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Awesome game, would love to see more!Also you can fall more than twice as far as the earth is wide (12712000m)

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This game is HARD as it is BEAUTIFUL. I loved the pixel art and the music in the background was awesome too (if not for that I may not continue to push it until the end!).
The things that I annoyed me during my gamepaly were:
1) the ground was sliperry (often leading the character to a dead fall)
2) when the rope touch the a ledge - and the character is beneath it, they often became unable to climb the hope.
3) when the rope is near a ledge the character often let it go as it was on safe ground - and it wan not!

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This game is amazing! Difficult, and controls are a bit odd (in my opinion), but the art is fantastic, the mechanics and physics are intriguing. Very nice work! Hope to see a second installment, expansion, or future updates with this one. Procedural generation or a lightweight storyline (akin to Kingdom: New Lands/Two Crowns) would be really cool. And remapping of controls (if they aren't already available. I only played for a short while last night.)

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Great game! I'm wondering if any Godot user can reply, is this pixel clamping from the engine or you have to use custom script? Thanks in advance.

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If by pixel clamping, you mean the fact that every pixel is on a perfect grid, then yes it's a built in feature...sort of. 

That's acheived by rendering everything at a lower resolution and then scaling it up before showing it to the player. It's pretty easy to do in Godot, but it requires setting the size you want to render at, and the size of the window (size you want to show to the player). As well as stretch modes. It's barely a minute of config (and the concepts involved aren't that complicated either) , but it's not plug and play.

Thanks!

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