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pe1uca

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A member registered Jan 29, 2021 · View creator page →

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Oh shoot! I knew I was forgetting something about the music 🙃  


And yeah, I did a lazy manual reset of the level, which only includes the player and the death barrier, hehe, so all the cycles are not the same after the first death.  

Not a bug, but a feature, hehe.  

I wanted to have some collectible and the visibility of the charge was the first I thought as a reward 😅   


My goal was to make it kind of hard, I was inspired by kaizo 😛

Doesn't seem to work properly.  

I open the inventory and all items fall inside the box.  
When I try to drag them to "storage" they just fall off the screen.  


Maybe the recipes screen should be a scroll menu always visible.  Also, it's better to just have "<material image>x5 " instead of 5 copies of the material.  

It's a nice action game, but the platforming needs a bit of work.  

The character is too floaty, plus the control in the air is not great for the later levels where precision platforming is expected. Attacking to extend your air-time is a great mechanic, still it'd feel better to be able to cut it short or redirect the momentum.  

The hard levels are great, but seem almost impossible without perfect timing. The wall-jump detection needs a bit of work to make them hard instead of frustrating.  

Also, invincibility frames are needed. The lava is not an insta-kill, but might as well be. And sometimes I got stuck bouncing on an enemy or them bouncing on me to instantly die.  


As for the extra files, seems you exported a debug build. The export of a simple project shouldn't have that many files, it should be only one `.exe` file plus the `.pck` file.   

I have to say, I'm glad to hear it's hard, hehe, I wanted to go for something like kaizo, where dying a lot is expected yet you learn something new in each time.  

Hehe, I wanted to add some "unlockables", so I decided to do it first with the energy meter.  
Tho, definitely I should've put some banner or similar, because (in case you didn't notice) the second heart is the double jump, which is impossible to know what it does '^-^  

Thanks for giving it a try!  

Yeah, sadly I wasn't able to finish any way to upgrade your character, neither give a thought about the balance of movements, hehe.  

Thanks for giving it a try!  

A lot is missing, definitely, hehe. The idea is to be difficult, next to impossible, to beat the boss on the first run, and on subsequent runs, you'll have more time to prepare.  
This "prepare" option wasn't done at all, I had no time to implement even basic RPG stats, hehe, let alone abilities, different weapons, even enemies. 

Oh, bummer! Totally understand.   
I wasn't aware of this soft requirement, and, sadly, I didn't have time to check before the deadline.   

If anyone wants to try, it's not required to install anything, it's self-contained/portable, just download and run.  

It might be weird looking because of the sprite, but you still "face" the last direction you walked, so you have to face the item and press "action" (which is the "space" key, or "X" in a PS controller)  
But, hehe, right now it doesn't matter, I partially implemented the pickup functionality and you "get it" but can't actually use it since there's no "inventory" screen.
The initial implementation was just to use it on the ground to reduce your corrosion level, but that got shadowed in the current build :(