Thank you for playing! Yeah, I should had written somewhere more clearly how controls work. In general, up-down is for aiming and left-right is for movement, but the half-circle available for the aim is the one in the direction of last movement (e.g. if you last moved right, than you can only aim right). Also, if you move in the opposite direction of the aim/last move, then you only "turn around" without moving. And movement is pixel by pixel and can happen only if there is no collision when shifted by that one pixel to the side or by that one pixel to the side plus one pixel up (i.e. climbing up (going "up stairs") when possible).
I guess I am better at coding than at describing things in human language. XD
voidonon
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Thank you for playing and for the review! :)
The lack of variation is partially due to limiting the scope somewhat, to be able to finish it in time. In part it was also because adding more options (e.g. different weapons) might clutter the UI and/or make the game drift too much from the intended idea.
I like it how this game manages to fit so much - regular fights, boss fights, items, inventory, map,... - and all of that in a small package and without feeling overwhelming! :D
Some background music might be a nice addition, perhaps even to make boss fights feel more dramatic, but honestly, I never felt a need to hear it and sound effects sound pretty good. :)
Btw. I might had overdid it with almost paranoidally collecting extra HP, so that it overflowed the UI, lol:
This is very cute. I like how everyone and everything is doing a little dance in the rhythm of the catchy background music. :D
I played the game on Firefox on Linux, it works without issues. It also works flawlessly on Chromium on Linux. I have no idea how will it run on another OS (I know most people still use Windows for some reason).
The game is very fun to play! Sadly, I am not skillful enough to progress far, so this is as far as I managed (I have an idea how to do it, I just lack the skill to time it right):
Love a Road Rash homage and you nailed it very well, it is very satisfying! :D
I think that was the most recent "serious" game that still featured pseudo-3D rendering (correct me on that one if I am wrong), which sometimes resulted in somewhat trippy geometry (buildings seemed to "flow" due to being "rotated" in Galilean metric instead of Euclidean metric (which then makes me wonder if anyone made a game in Minkowski space, but I digress XD)).
Great job, this is really fun to play! :D
Thank you for playing, I am glad you liked it and that it managed to nudge some nostalgia. :D
QBasic was how I started and got interested in programming. I still have some .BAS files laying around in ancient backups, but I no longer understand the code that well (I used to use short, cryptic-acronym-like variable names as a kid (probably due to horizontal space being limited to 80 characters), for most which I now have no idea what were they supposed to mean XD).
I like how the mop works, the way it is used and the way it gradually shows getting increasingly more dirty, needing a wash. At first it was a bit harder to notice which tiles are walls and which are floor, perhaps a higher contrast between them would help. And a way to skip the entire dialog at the start at once would be nice.
Pixelated dungeon aesthetic is very pleasing and mop sounds fit very well. All in all, nice little cleaning game, good job! :)
Thank you for playing, glad you liked it! :)
You change states by hitting the Sun. You can also disable that in "Set game rules", to make the Sun purely aesthetical or remove it altogether (there you can also change number of points to win, gravity and how wind behaves (none, constant per round and changing each turn, which is the default)).








