Travel while avoiding death from blobs! Collect items to make potions to tip your arrows with! Different potions will have different effects in combat.
If you don't want to figure out what certain potions do by yourself, check here:
There is an option to use WASD/JKL control instead of Arrow Keys/ZXC in the menu. After switching controls, go to the help page(in the menu) to see the controls for the WASD layout.
Enjoy the copy-pasted Help from the game's help screen:
Z - Take
X - Jump
C - Shoot
Right and Left Arrow Keys - Move
Up and Down Arrow Keys - Cycle Through Potions
F11 - Fullscreen
Try to get through the world alive! Kill blobs for health. Blobs can also kill you! Collect items to combine with gooey blob guts to make potions. Potions are used to tip your arrows, which add effects to your arrows. It's your job to figure out what they do! YOU MUST HAVE 3 OR MORE HEARTS TO GO TO THE NEXT AREA
Snail and Gooey Guts: Slowing Potion
User Interface: Health is shown on the top left, your current item is shown on the bottom right, and your potions are shown on the bottom left. Remember: Cycle through potions with the up and down arrow keys.
Screenshots and GIF:
The game was patched to make you respawn with 2 hearts(instead of 3) due to a game breaking exploit.
There was another patch to add WASD controls support.
About the "lag":
I've seen a lot of people complaining about lag when the game isn't actually lagging. The camera will sometimes be moving at speeds lower than 1 pixel a frame, so it'll move every few frames instead. If you look at the player, you won't be lagging. If you still think you're lagging, press "Q" to see your fps(should be 35-40). Also, the game will slow down instead of skipping frames if you're actually lagging. If your FPS is below 30, please let me know.
The source is written in Python 3.x and Pygame if anyone is interested in it.
Neat game, kinda reminds me of Titan souls. Graphics are really pretty and set nice tone the overall feel of the game. Gameplay is interesting, at first i got killed really quickly at the beggining of every level, but once i figured out what potions should i use in particular situation game got easier but still was challenging (especially when enemies suddenly pop up from bushes). The only complaint i have is that game feels a little bit laggy, like there are some serious fps drops. But in overall really cool game.
@chaos @zeriver The game isn't actually lagging. It just appears to be because the camera can move less than one pixel per a frame, which results in it moving once every few frames. Also, a similar thing happens with the background. If you look at the player, it shouldn't be laggy. If you still think you're lagging, press Q and tell me what your FPS is(should be 35-40). If you're actually lagging, everything will slow down. :P
@RUWO Please define what you mean by physics lag, because that shouldn't be a thing. The physics are handled at the same rate as everything else, so that's pretty much impossible. Also, I don't see how 40 fps is a bad framerate.
Looks good, but I got stuck at the beginning on the second level. I think the restricted access area is at fault here. If I only got one block to jump up, it is not enough for me to escape a monster.
Also, when are the potions used? Whenever you shoot an arrow?
And I think telling the player what the potions do is a better approach here. It takes a long time to figure that out the other way and it definitely is not easy with that amount of ressources.
@KorbonheD potions are used when you shoot(you can see the amount of liquid in the bottles reducing as you shoot). And I'll add something so people can(if they want) see what potions do in the game description.
Wow, this is a beautifu one! The graphics are just adorable and the relaxing music as well as the soundeffects go a long way when it comes to mood. Gameplay is solid. You payed a lot of attention to small details, especially for leveldesign. You even have different types of enemies.
One of the best entries I have played so far!
@thefluffypotato when i jump or press an arrow key, it sometimes takes a while for the player to change directions. or it just does not register. thank you for wasd support, really awesome. the fullscreen shortcut i just plain looked over, and i only have 10 fps
@RUWO I hope you don't mind helping me look into this, but what computer are you using? Nobody else has actually had bad FPS when they press Q to see it(I've checked with multiple people). And the input delay would be a result of the lag if you have 10fps. 10fps results in a 0.1 second delay in input. I run the game on a pretty bad laptop, so I assumed it would run fine for everybody else.
@RUWO The most important thing is your processor. Just saying i7 doesn't help me much. I need to know it's clock rate(eg: 2.1GHz). Pygame doesn't really use the graphics card, so if you have a bad processor, that's probably why you're lagging. https://en.m.wikipedia.org/wiki/Comparison_of_Intel_processors
@RUWO Don't trust fraps lol. Q doesn't bring up the menu, it just adds text to the display. The fps should be in the top left corner(should be small gray text, so it can be hard to see if you aren't looking for it).
Really Cute graphics but i found the controls frustrating with having to hold down for and then release to shoot. Somehow the frame rate feels really slow, i tried the Q thing and it says 38 - 40 (it took me second to see it hiding in small text under the hearts) but still feels weird, this is what put me off most. And the decorative thing with the white lines going by is really distracting. Also the thing of having to have at least 3 hearts to finish the level is weird in a not really fun way. Sorry I wanted to like it because I'm generally a fan of pixel art platformers and yours looked great, but was somehow not working for me.
@automatonvx I forgot that I had put the fps in the same spot as the hearts. The white lines were wind, which were intended to reduce the illusion of lag caused by the slow moving camera. The 3 hearts to finish thing was a change I made later on because you could just run straight through the levels. The fact that quite a few people have a hard time with the bow was due to the level design not getting the player used to it properly.
The game is really gorgeous, the level design is really good, the movements feels good and the variety of ennemies is a really nice touch.
I've been bugged by one thing : the shooting mechanic is a bit painful : in such a closed environment it's hard to really take full advantage of it. When you have to avoid ennemies coming towards you pretty fast and jump around, it becomes pretty frustrating.
I ended up rushing through the level, making use of the invul frames and killing one or two easy ennemies. Wich is a shame because the potion mechanic is really clever.
But overall, it is a pretty good entry ! Congratulations !
I really liked the graphics and the movement. It was fun to double-jump around. However, shooting and especially loding the arch in tight situations was hard. For example, I couldn't really pass the second level if I had less than 3 hearts left. There were just too many blobs waiting on the upper platform, and the triangle guy is apparently invulnerable or needs lots of hits? At least, I managed to land at least three hits to hit and nothing. Thus, I ended up saving health on the first level and rushing through the second level avoiding hits.
At some points it was possible to stand still and shoot the enemies off-screen, which made passing a bit simpler. On the other hand, as another comment mentioned, the potion system would not really benefit there. I'll need to check the potion system out better.
The art and music fit together cutely. I also liked some parts where the enemies were hidden in the bushes and show up when you drop to the same platform. EEK! :D And the enemy behavior in general was nice. For example, I thought that I'd be safe from the triangle guy on an upper platform but slightly over the edge, but no, it decided to jump. It was fun to play with the floating balloon guys and try to lead them to place that is safer to me. At times the balloon guys felt a bit clueless, though. For example, I could stand right next to them and they did not do anything. Easy frags right there. :D
A nice and a moody game, thanks!
It was really annoying to have the jump button not with the movement keys like every other game. There are many areas where you are welcome to experiment, but controls for movement and jumping isn't one of those in my opinion.
I'm sorry, but this annoyed me so much that I did not play the game for very long. I always was killed by monsters as I wasn't able to jump away in time.
@smbe19 It's actually fairly common to have the jump key not be with the movement keys. It was common with almost any handheld console game, arcade games, first person games, and a lot of games that use the arrow keys/ZXC key combinations. The games that use W or Up Arrow for jumping tend to be flash games and stuff like that. I'm fine with you not being used to using controls like this, but the claim that "every other game" uses W or Up Arrow for jumping is false.
@smbe19 Also, making the player change the selected potion with buttons for the left hand make the player use 5 buttons on that hand, which is unreasonable. If you're used to the "different hand to jump" thing like anyone who plays console, handheld, and most mobile games, you'd be fine. And a lot of people have played games like that.
I disagree with the others, the game is not too hard. Some sections are easier if combat is skipped altogether, but in some the opposite is true. There could be more levels, as once the core game is done it is easy to make more of them.
The art is well made and internally consistent.
Some suggestions:The game should push combat a bit more strongly. A Zelda-style gate which only opens when all enemies in a section are killed, or enemies dropping a key… in Half Life 2, there is an interesting mechanic where you have to stand still to use a hand crank to lift a gate until it is locked open, and obviously you can only stand still if you are not attacked by enemies, so that is an organic manner of enforcing a bit of combat. Something you have to push to the exist is also such a manner. A destroyable enemy spawner is a good idea too.
Last, I find that you should not be able to hold a bow at full draw forever.
Not a bad entry, but there is a design problem which make playing needlessly difficult in an annoying way. The other parts first:
The graphics are solid. Audio a bit lowkey, but fits. The controls and fps are fine, for me at least. Not the most original idea or theme, yet points for the different arrow types.
Right, the issue then. If (and when) you die the level resets, but all your potions and most of your health are gone. Fighting is very challenging with no potions, so either you have to run past enemies, which means you get to the next level in the same sorry state, or restart from the very beginning.
Sure, eventually after some 3 playthoughs I got good enough to beat the whole thing in one sitting, defeating every blob, but the previous runs were all restarts due to the aforementioned issue. At least there are only 5 levels so it doesn' take that long to play.
O 6, G 8, A 5, G 5, O 5, T 5
I managed to reach level 4 after 3/4 restarts, but had similar issues as @HuvaaKoodia that made the game too frustrating for me to finish (at least here at 11pm on a Friday evening… might give it another shot later!). The high health of enemies, and their AI that make them very hard to hit without getting damage contributed as well. That's for the negative.
Now the game is, as others mentioned, really good looking. The pixel art is minimal and cute, and the choice of colors is great, and the controls are tight. This and the attention to little details like tiny particle explosions, the background parallax, the player blinking upon respawn etc. gave this entry a cool arcade feel reminiscent of Vlambeer's Super Crate Box. Audio design is also very good, with a great choice of sound effects, and a light background music that doesn't get in the way.
The crafting system was interesting, but the UI is so minimal that it took me a while (even after reading the help) to understand how grabbing and combining items worked. It caught my interest, but I admit I'm still unsure what each potion does… That's probably what might push me to try the game again. I've read there's just 5 levels so with some effort it might be within my grasp :P