The UA-cam Algorithm is Predictable but only so that it will always be chaotic The lords of chaos have spoken, and by their will I will now wishlist and play the demo
It seems pretty mouse based will that be replaced by touch input on handhelds or not planning on implementing any alternatives ? Edit: I played the demo got pretty far but might have gotten farther if character was controllable by joystick not just dpad and if the cursor didn't constantly change position when the screen transitions to the next part of the level. (Which makes the climbing by activating wind above spikes near impossible) Overall the music and art are solid the concept for the mechanics fun in theory but a bit unreliable in practice.
I probably should have spent more time working on controller support. It's on my list of things to do, but it might be an update post-launch. The vast majority of this game's development was designed exclusively for PC, though as I've reached the end of development I just recently considered non-mouse alternatives.
I just played the demo for this! I found myself too frustrated with how floaty the keyboard controls were to go past the second stage, though. Do they have a reason for being so loose that comes in later on, or is it just not gonna be to my preferences? I really like the concept and I love the art and music, but I can't get past how much of a struggle it is to land on small or closely-placed platforms with any kind of accuracy.
The player needs to have the same gravity as the rest of the mechanics, and boxes/platforms needed the gravity to be lower for them to have an appropriate amount of hang time. You can "fast-fall" by holding the down button, which makes platforming much snappier in places it's needed. It also might not be your preference. That's what the demo is for, after all! Thanks for checking it out!
@@100thCoin Makes sense! I'll try messing with the fast fall. My biggest issue has definitely been the rapid y acceleration, seems like that would cancel it out to some extent. Thanks for the response!
By all means, play the free demo and get back to me. The only similarities as far as I can tell is it's a platforming game with a female protagonist, drawn with pixel graphics.
@@100thCoin It's the pixel graphics that give it that look. It's more a puzzle version of celeste tbh. Not a hard demo, but the ending levels are a bit too precise with having to hit stuff towards the end. Especially that end of the flower level, took like 10 minutes not because it was hard, but because the clicking is hard to do when stuff is moving. increase the clicking radius some when you're moving the girl maybe Not a bad game, though, it could use a boss somewhere in between those levels specifically
@@handlesareanunfortunatefeature Thanks for the feedback! I agree, the difficulty curve of the demo is a bit steep, and it gets a bit too precise without giving the player the time to get used to everything. You say it could use a boss somewhere between those levels, and yeah- the full game has a boss fight and 7 levels that were omitted. I also _do_ appreciate you elaborating on why it looks like a celeste clone. Thanks for checking out the demo, and again, thanks for the feedback!
The gimmick is so cool! it is like reverse superhot, with a pinch of celeste.
The UA-cam Algorithm is Predictable but only so that it will always be chaotic
The lords of chaos have spoken, and by their will I will now wishlist and play the demo
plot twist: it has an ACE vulnerablity
I would be very impressed if anybody was able to run arbitrary code in a unity3d game.
just finished 100%ing the demo with a blazing time of 44 minutes and i just gotta say this is absolutely amazing
Hey, I'm glad to hear it! Thank you!
Congrats on 1,000 subscribers! You are now one step closer to getting monetized! :D
I can't wait to perform ACE exploits
Incredible work on this game. I gotta play this
This game looks incredibly cool dude
Thank you!
funky fist
so funky
also devlog videos would be mad cool
I can definitely see myself making a longer video about the development of this game, and especially videos for whatever I make next.
I played the demo a while back and loved it! Absolutely getting this as soon as it releases
definitely gonna get this it looks sick
Thanks!
This is awesome, congrats on finishing it!
Thank you!
Look forward to it! I'd like more dev logs vids.
It seems pretty mouse based will that be replaced by touch input on handhelds or not planning on implementing any alternatives ?
Edit: I played the demo got pretty far but might have gotten farther if character was controllable by joystick not just dpad and if the cursor didn't constantly change position when the screen transitions to the next part of the level. (Which makes the climbing by activating wind above spikes near impossible) Overall the music and art are solid the concept for the mechanics fun in theory but a bit unreliable in practice.
I probably should have spent more time working on controller support. It's on my list of things to do, but it might be an update post-launch. The vast majority of this game's development was designed exclusively for PC, though as I've reached the end of development I just recently considered non-mouse alternatives.
Looks pretty good.
this looks awesome
Thank you!
Whoaw!!!!
Awesome. Did you make the game engine from scratch or did you use an existing one?
This game was made with Unity. I'm not opposed to writing my own engine some day, but I know it's usually more effort than it's worth.
this is sickkkkkkk!!!
Thanks!!!
I just played the demo for this! I found myself too frustrated with how floaty the keyboard controls were to go past the second stage, though. Do they have a reason for being so loose that comes in later on, or is it just not gonna be to my preferences? I really like the concept and I love the art and music, but I can't get past how much of a struggle it is to land on small or closely-placed platforms with any kind of accuracy.
The player needs to have the same gravity as the rest of the mechanics, and boxes/platforms needed the gravity to be lower for them to have an appropriate amount of hang time. You can "fast-fall" by holding the down button, which makes platforming much snappier in places it's needed.
It also might not be your preference. That's what the demo is for, after all! Thanks for checking it out!
@@100thCoin Makes sense! I'll try messing with the fast fall. My biggest issue has definitely been the rapid y acceleration, seems like that would cancel it out to some extent. Thanks for the response!
V-v-video game?!??????!!?
i saw it on playstore, why?
The only places the game should be available is Steam and Itch.io
I would assume if you found it anywhere else, it's a scam?
@@100thCoin hmmm....
I mean, congrats on making something, even if it is just a Celeste clone by the looks.
By all means, play the free demo and get back to me. The only similarities as far as I can tell is it's a platforming game with a female protagonist, drawn with pixel graphics.
@@100thCoin It's the pixel graphics that give it that look. It's more a puzzle version of celeste tbh.
Not a hard demo, but the ending levels are a bit too precise with having to hit stuff towards the end. Especially that end of the flower level, took like 10 minutes not because it was hard, but because the clicking is hard to do when stuff is moving. increase the clicking radius some when you're moving the girl maybe
Not a bad game, though, it could use a boss somewhere in between those levels specifically
every platformer is a celeste clone if you squint hard enough
@@handlesareanunfortunatefeature Thanks for the feedback! I agree, the difficulty curve of the demo is a bit steep, and it gets a bit too precise without giving the player the time to get used to everything. You say it could use a boss somewhere between those levels, and yeah- the full game has a boss fight and 7 levels that were omitted.
I also _do_ appreciate you elaborating on why it looks like a celeste clone. Thanks for checking out the demo, and again, thanks for the feedback!