i really like the game, and it’s very polished, but WOW is it hard. like i am really having to lock in to get anywhere.
also would LOVE to see this expanded, it has lots of potential.
thanks for the criticism. (you werent too harsh btw)
the game is definitely pretty cheesable, i noticed that but wasn’t quite sure how to go about fixing it (aside from flying enemies, which i originally had intended to add)
also im happy that the dash timing thing worked as intended, that was the goal, to have dashing be atleast somewhat strategic since you arent always damaging.
as for the bounciness, yeah that was intended, i created a function that basically just did a reverse dash.
i quite like the visuals and audio, along with most of the gameplay, but the climbing mechanic and FOV really kills it for me. the climbing is really hard to get down right and i keep climbing instead of wall running and vice versa, which makes the game INCREDIBLY difficult, so i have yet to pass door 3 even after quite a few runs.
the FOV is really the killer, though. i understand the stylistic intent, but it makes the game incredibly hard to actually play
i still enjoyed it despite these gripes i have, though, and the visuals are really cool and crazy unique
the art direction is AMAZING, and the fact you guys got a whole cutscene done is insanely cool, but the gameplay does need a bit of work. It’s really cool in concept, but the really janky camera movements make the game a lot harder than it needs to be, making the game feel artifically more difficult. a lot of it because of visual incohesion stemming from the aforementioned camera. overall a really cool game, though, and wildly impressive for 4 DAYS.
i really adore the art direction, and the audio quality is really nice, but the gameplay definitely left a bit to be desired. i think if there was generally more to handle it’d be a bit more fun, but the vibe of the overall game and designs are just so charming and enjoyable to look at that i cant help but really love this one.
very cool game. i can see lots of undertale inspiration in the art (which i love) and the dialogue at the end was fun. my biggest issue was the collision, though. your player character had a lot of issues where it would just get stuck on corners n stuff, likely because the hitbox was the same size as the player.
The idea is really cool, and the art, audio, and overall style of the game is FANTASTIC, especially for something made within 4 days, but I must say, the game is infuriatingly difficult. it took me at least 35 tries just to beat that first level, and the second is seemingly incompletable because for some reason the button needed to open a door just doesn’t exist anywhere. there’s a lot of potential, and i’d urge you to expand upon this idea, it’s just a bit rough (which i can totally understand, its a 4 day jam.)
overall was a fun experience though, and i quite enjoyed it even with the difficulty.
(btw im referring to the first as in the first level post-tutorial, technically the third level you play is broken if you count tut)
this is a quote from luductions in the shipwrecked discord server.
“late asf and I don’t know if there was context even given in this chat yet BUT I started terminus when I was 16, and powered through (as the lead developer) for the game all through 2025 doing ALL the programming, like 95% of environments, all the characters models, most the animations, all the sound design, whatever. there was just a huge workload, and that really fucked up my school when I started losing track, and I began losing my motivation on the entire project towards the latter half of development. I think I crashed out at like every minor thing possible and the whole dev team knows about it LOL but anyways, it’s just not possible and I can’t keep doing it especially if it’s not sustainable like that, and plus development time in total would’ve planned to have taken like at least 3 - 4 years. some people don’t understand this perspective at all but it is what it is”