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Theme interpretation and application
The journey is through a cripled world
Limitation incorporation
Lighthop bunny And there are 2 escape sequences which are either as hard as lighthops or even harder depends on the person
Team/Developer
Its too long 😭 (i will put in on the itch page)
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Comments
Game was enjoyable for me from what I played. Music was pretty cool, and I liked the boss fights.
However...the game is very janky and unpolished. I've already mentioned a lot of that stuff on Discord, so I'll try not to repeat myself here too much.
The lifesteal mechanic has 0 conveyance. You press the button, a glowing ring effect appears for a second and then...nothing. No sound effects, no visual effect, nothing. Spent a good chunk of gameplay assuming that it was broken before figuring out how to use it on my own. It's also a little weird that the game doesn't even tell you about the mechanic until after the first boss, since you can still use it before. Feels like that would be pretty useful for people to know beforehand.
Anyways, I said this on Discord already but the mechanic itself sort of breaks the difficulty I feel like. The only thing stopping you from spamming the lifesteal is that it costs meter, and it both does not have a very high meter cost and that meter also refills very quickly by attacking enemies, something which you will be doing anyways because that's how you refill your health. Because of all this, you can basically just face tank your way through most encounters.
Dash was cool, though outside of a couple rooms the level design generally felt cramped/vertically inclined enough that I couldn't really get as much use out of it for moving throughout the world as I wanted. It was fun to use as a rushdown tool in bossfights though.
I liked how the music for the climbing segments at the beginning of the game progressed as you climbed up, though the transitions were janky. The different variations play based on your current height and not the max height you gained, meaning that they'd fade in and out very quickly as you are platforming, which sounded quite odd.
Overall, I think this game needed more focus on polish and bug-fixing first and foremost.
the music was a very last min implementation which i was not able to polish it or test it and about bugs i am mostly shocked cause i didnt even know these existed and also thanks for playing.The lifesteal being thought after the boss fight is intentional cause it makes it so the players gets skilled enough with the base kit before getting it, about effects ig next time but i have learned my lesson so rest assure future games will be better And once again thanks for playing the game and GL on future projects
I've already shared some of my thoughts in discord, so I'm gonna try to be quick here: Great job! I loved the music and the artwork for the player and the main terrain. The size and amount of content in the game is definitely very impressive for a gamejam, and the world is just big enough to get a bit lost in (yet not hopelessly so). The controls are nice and snappy for the most part, and I'm a fan of the player's speed (although it does make it hard to land some of the more precise jumps at times).
I liked the variety of the bosses, and some of the fights were pretty intimidating at first. The baddies are certainly on the tankier side, and sometimes it felt like they had twice as much HP as they actually did because of the lack of visible healthbars and the tiny range of your attack. Though, it all kinda went out the window when I realized most of the bosses could be brute-forced by standing next to them and using Lifesteal.
I liked the clear sense of distinction and identity between the different color-coded areas. The map overall had a nice sense of flow, being framed by the two tall shafts (one being part of the green zone, and the other connecting gold, green and orange). That said, some of the rooms felt a bit too big, especially when it comes to some of the climbing challenges that were essentially just a lot of small platforms stacked on top of each other.
Also, a small nitpick that's more of a Godot/Windows issue than a fault of your own: If you export the game as a single executable (just the .exe, without the .pck), Windows will get confused and show a warning before running the game. Even though a single .exe is obviously more convenient, it's still safer to export normally with a separate .pck.
Regardless, I had a lot of fun and ended up beating the game twice to see both (some?) of the endings. Well done!
Firstly thanks for playing my game i appreciated the fact that you played my game 3 times to see it completely and the godot export thing i was shocked that it shows errors but now it kinda makes sense so in future i will make a zip with .psk and the .exe the starting platforming challenge was mostly added cause of the limitation (Thou i wanted 1 escape sequence atleast but decided to make 2 since it would be more in line with lighthop )and about some rooms feeling big ya i understand that next time i wont be lazy and make a single scene have 3 rooms worth of stuff. About the lifesteal its yes on more of the overpowered side but thats the case cause i was having way too much playing with that ability :3 and once again thanks for playing and rating and reviewing my game ;) GL on future stuff
I'm sorry, this game is too hard for me. I really want to 100% it, find the secrets, and see those elusive credits because the people doing the music and art did an amazing job. I got stuck on the second lava room, only beating the first one by cheesing it and not activating the lava. I tried hitting every wall and only found 1 secret that didn't help me progress through the game.
Np buddy its okay atleast you tried :)
Also all secrets which helps in progress are from in the 2nd area i would sayalso thanks for trying iti found the lighthop
ya boyz :)
Btw the bunny or you talking or the shafts ?