Inspired by the old Sega Arcade Game Flicky and Sonic 3D, Play as a Programmer Art Bird that has a connection to spirits. Using it's ability to connect to spirits, rescue as many Spirits while dodging Red Programmer Art Models and accumilating your score multipler. The more Spirits that are following you, the larger the score bonus however the more difficult it is to avoid danger. Keep an eye out for treasure to increase your score multiplier.
You are on a time limit so Rescuing Spirits or collecting Clocks grants you more time.
TL;DR: Avoid Red, Collect Blue, Take Blue to Yellow Door. Collect Clocks for more time. Collect Coins for additional points and increase Score Multiplier.
Version 2: Fixed bug that prevent player from earning points when saving spirits. Any other bugs discovered are now features as they should not affect the scoring. Sorry if the issue affected your current score. Please have another shot at the highscore and claim the top place.
Arrows to Move
A to Jump
S to Show Spirit and Exit Locations
Return to Restart
ESC to quit
Thumbstick to Move
A to Jump
X to Show Spirit and Exit Locations
Start to Restart
Not a bad entry for your first! Gameplay was simple and smooth, the shaders showing the hidden spirits was good, and the game was easy to get the hang of. The text was a little hard to see at times, especially with the black font, and so perhaps adding an outline may have helped. Also the jumping was a little hard to judge at times with the single perspective, so I missed a couple jumps.
Overall, it fit the theme, and was easy to play. Good job!
It was fun to play but the +1 time bonus per blue ball the game to easy. It makes possible the fact of getting ( almost ) every blue ball in the level, leaving you with no specific task.
I would prefer a game where no matter what I do I will only access to 20-30% of the total balls, forcing me to find the best way to do it. The leveldesign was nice, it really makes me want to explore every corners of the map…
@Yaro: Hey very nice. I probably should have included a guide of sorts in game since the lack of art does make things a bit ambiguous. Still glad you liked the game.
@YongBoi: Glad you enjoyed my game. That was one of the main ideas of the game, the gamble of having such a long congo line while avoiding danger.
@Baconinvader: Thanks! I have no experience with audio unfortunately so I chose to focus on the gameplay side. Might try working in a team next time so I can spare others my Programmer Art.
@ratrogue: Yeah, an isometric perpspective can make platforming difficult.I did try to avoid requring super precise platforming in the game but even simple jump challenges may seem unclear. Maybe ground textures might help with the perspective since the solid colour doesn't help with depth perception.
@benjamin: I was debating on whether or not to give players a time bonus actually since I wasn't sure if people would be able to find all the balls around the map or have enough time to explore enough. Didn't have enough time to playtest either so wasn't able to balance it either. Ultimately, I chose to give players more of a chance to find everything but I understand your point.
Thank you all for playing!