Add more levels:D
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Hidden palace's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Platform Usage | #4 | 4.017 | 4.400 |
| Overall | #12 | 2.982 | 3.267 |
| Game Design | #17 | 2.739 | 3.000 |
| Fun | #21 | 2.191 | 2.400 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What emulators, hardware revisions, or fantasy console can be used to play your game?
Should work on Nintendo DS, DSi, 3DS
Comments
Works fine on my DS Lite, but won't boot on OpenEmu.
I absolutely LOVED the graphics sound and music, but the touchscreen controls were very twitchy (it could be that my DS is quite banged up and I haven't booted it in a while, TBH). The character also walks a little too slow for my tastes, but I understand that it's part of the creepyness factor.
I also noticed some graphics corruption when moving between rooms. It looks like your engine is very similar to mine and I experienced a similar issue. I end up using a transition animation in the spirit of Resident Evil
Interesting, I have quite smooth camera controls on my dsi... I think I'll add a workaround for this later. Btw, does the camera in dementium works okay on your ds?
I've already fixed the texture corruption issue, but I'm not uploading the update because I haven't fixed all the technical issues neither added any new content.
Very nice looking little demo! Ironically I'm having the opposite problem of kakoeimon, controls work fine in melonds but I just get a white screen on boot on my DSi XL with an r4. Still very cool to see.
I do not know how to move forward, I use MelonDS, please inform me so I can play and rate.
Did you made the graphics over those last 6 days, I am just curious that's why I ask.
Just found out my problem.
I maped the directional keys to the keyboard arrows and for some reason those did not work with mellonds.
So I remaped them to WASD and everything worked ok.
I like the graphics and I understand that this is not complite but there are some problems in this department too.
For example before you enter the house you can see white lines that separate the floor with the grass.
This happens cause those are two separated objects. If I remember those stuff corectly it is a problem with the accuracy of the floating (32bit) point in general. One way to avoid this is to make them one object and just uv map them accordingly. Another way is to just get one of them inside the other.
If this a problem only with the emulator I would like to know.




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