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I played this game both before and after the update. My progress reset on the new update (My fault, not yours). I like the new camera zoom level. However, the game's continue button won't show up, forcing me to reset when I tried to see the achievements. There should be some in game notification on when you earn an achievement.

I do like the other new play balancing changes. The dash traps are significantly improved, I used to just go around them before. The arrows are much better. However, the goblin dungeon can still be soft-locked with when you have no arrows, due to the goblin.  It is in the room that your cover image is made off of.

I would like checkpoints in the dungeon. I would die to the mini boss, and then have to go back to the main hub. 

I really liked the well made camara transitions, and the enemy fighting. I liked to outsmart some enemies, by making them fall into pits, and arrows.

Nice game overall.

I also see that you use a lot of devlogs. Do they work for you? I tried them, but they seem to be worthless until 500 followers. 

Thanks for playing and the feedback.

We do not currently have saving setup in the game, only continuing when you die. Once you return to the menu you need to start over. Saving is on the list to be added in the near future.

When you earn an achievement you should be getting a notification at the top center. This is the old zoom, but here is an example.

Glad to hear you like the changes. The old dash traps were never feeling quite right, so we've been working to improve or replace them. The new design came due to the zoom.

Yes, you can end up unable to proceed in a dungeon if you run out of a consumable that you need for it. You lose score for dying, but it does respawn pickups, so that is sometimes the only option. Of course, if you have not completed the other dungeon, you can go hunting there for more supply. We will add a pot with arrows in the area where you get the bow so it is easier to get more in the room after you die. If you are really good, you can take them out with the sword or dash past them. You'll likely take damage, but it can be done.

Our game was inspired by (S)NES games like Zelda, where you start back at the entrance to the dungeon, and not at full health. Checkpoints really don't fit the style of game. You are meant to go through the level and potentially be low on health or supplies when yo encounter the bosses. The level is part of the challenge.

Thanks. We've tried to make the enemies not just walk right into the pits, though it can be satisfying to get them to do so. Using the traps against them is also fun. 


I know you generally play on mobile. Did you use the in-game on-screen controls? If so, how were they? We have not gotten around to refining them yet, which is why we have not listed the game as mobile friendly or publicly released the Android build yet. Thanks.


I write the devlogs for those who are interested in them, primarily for jam players to know what is new. I always read any devlogs when doing jams, or just playing new releases of games I follow. Some other devs I chat with also regularly write and read devlogs, and I suppose it is just habit for me now. It gives an idea of what to look for and what the dev may be most interested in getting feedback on. I don't expect to gain any follows from them, at least not just from posting on Itch. I share links to them on our social media accounts to keep the game out there and maybe get new interest that way. I don't like to just spam random social media posts, but prefer to have something to say, and the devlogs are something worth talking about for me. It can also show people who find the game that you are actively working on the project and let them look back at how it has changed, if they wish to read. For some people just seeing that you are regularly making updates can be reassuring that it is not a dead project.

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I know you generally play on mobile. Did you use the in-game on-screen controls? If so, how were they? We have not gotten around to refining them yet, which is why we have not listed the game as mobile friendly or publicly released the Android build yet. Thanks

I played your game on Windows 11. 

Our game was inspired by (S)NES games like Zelda, where you start back at the entrance to the dungeon, and not at full health. Checkpoints really don't fit the style of game.

I understand.