Comments

Log in with itch.io to leave a comment.

I have an idea for a boss, a witch who wanted to use a spell to gain eternal life but the spell backfired and she got an express ticket to her grave. Her level looks like a witch's hut and her boss room has a giant cauldron in the center where she conjures her attacks.  Her name is Cecilia the Disenchanted and she mainly uses ranged attacks but has a few melee attacks like her coming down to reach the player where she whacks Samuel with her broom.

Amazing demo
Smallish bug - You can select both relics by standing in between them

omg that’s kind of incredible that no one noticed until now, I will have to fix that 😆

thank you for playing!’

(+1)

Also dryden. I just have to say that the First Boss  is wow.  The music is perfect for the boss i think. The boss is not really hard yet i died several times (i didn't knew the game had an assisted mod since i kindoff rushed in) so i had to try several build and strat.

Thank you so much!! That's so awesome to hear--I hope for like 1-3 deaths vs Guillaume for a first time player, so that's perfect <3

(+1)

Ok. i am impressed. I knew it would be good  but wow.
Also i would like to know if there is really anyone who let there light goes low? the game become so much harder any time i try a low light build, so unless you are trying a challenge run i don't understand why you would even try.

(+1)

I've been wanting to play tis for ages!!! YAYYY!!!

yaaaayy!! I hope you like!

(+1)

I did! I tend to play on console so controls were a bit tricky, but the game was awesome! I also remember you mentioned a music world a while back. I made a post about that on the discord, if you want to check it out.

(1 edit) (+1)

I cannot play due to unidentified developer on mac

Mac is picky, but sometimes if you unzip with The Unarchiver, it works (that worked on my machine). Otherwise you can try some terminal commands (don’t know them off the top of my head, but Google can help!)

I used some codesign commands and it says that you don't have an apple developer account

Im not sure if this is important or not

(1 edit) (+1)

In v.103 in the test area, after gulliame, the infinite machine doesn't launch but gets stuck in a loading screen, my character constantly gets stuck in the heavy bash animation, and gulliame froms his showel in the wrong dir(

Yesss my attack buffer got things a bit messed up, this'll be fixed in the next patch!

(1 edit) (+1)

So far I have really liked the game! I used the assist mode while I was getting a handle on the controls, but I have now beaten the first boss on the default difficulty! The sound environment in the catacombs is exactly what you would expect and I love the way the reaper's sounds increase as he gets closer to you.

My main feedback so far is that it would be nice if there was a relic that allowed you to do something while crouched. I know it is part of the game to not get stuck, but a relic that would allow you to block attacks while crouched would be nice. It doesn't have to fully deflect/cause damage, just protect the player from incoming damage. To be fair, this relic might already exist in the game and I haven't found it.

Also, I don't know if its part of the game design, but there is no tutorial on catching/throwing. It could be that Lighthoof wants us to figure it out for ourselves, but it is such a useful feature. If I wasn't following the devlogs, I probably would have been confused about what right mouse click did for a while. Edit: in reading other people's comments, I realized this is in the tutorial, I just missed it

For the beginning tutorial, I think it could be nice to start at 95 oil (or what ever the number would be) so that when you fill up with the oil given to you, it goes to 100. In the same vein, since the beginning catacombs has been adjusted to not burn oil, you could start at 85 to show the different light level mechanic pretty easily. At 85, you can see most everything and it would be super quick to fill up since oil doesn't burn in the very first area. Though, if it changes back to burning in the first area, I would hate starting a run with anything less than 100

This is awesome, thank you!! Love the idea of a relic that interacts with crouching/crawling--Never even crossed my mind but totally should be a part of the game!

Overall I think the tutorial will go a different direction in the end, I think a rough onboarding has been a common theme.

And that would be so satisfying to have the "tutorial oil" fill up the light--that's fantastic.

(+1)

So, from what I played so far, I think that the ghost shouldn't be in the first section of the catacombs since they have no use and can't get rid of your light. Seconded is that it isn't intuitive to on how to get rid of the walls blocking the relics. Third I think the NPCs should have some different dialog when you see them again maybe commenting on how you died. I know most of this is just so keep up the good work!So, from what I played so far, I think that the ghost shouldn't be in the first section of the catacombs since they have no use and can't get rid of your light. Seconded is that it isn't intuitive to on how to get rid of the walls blocking the relics. Third I think the NPCs should have some different dialog when you see them again maybe commenting on how you died. I know most of this is just so keep up the good work!

(+1)

Another thought that I had was that they tutorial could be Samule getting to death domain that way you don't have to go through it each time that you die. For example, rain could show how the light mechanic works maybe you have to bash something in the way or throw something because a button is too far to reach. Just a thought.

Thank you!! This is all extremely helpful :D

(+1)

Very fun game, but there is a bug in the mac version. I can't see anything menu related. Like the pause menu, or when you die, but the buttons work. Also I can't read any text from the charters or shops, but i can read the items description. I hope this can get fixed soon! Keep up with the great work

Uh oh, that's a pretty major bug! Thanks for the report, I'll look into it asap!

(+1)

Game seems great so far!

Hey thanks so much!!

I played it and I have to agree with you. But Cilius's boss fight wasn't as difficult as I thought. Maybe a new attack? But a new attack means a new enemy to introduce the attack. Maybe an enemy called The Burned. The Burned were put in a brazen bull and were scorched. Their attack could be spitting out a fireball at Samuel. Just a thought. Also Dryden very good job, and 100 days well spent.

(+1)

Great game, Dryden! What i think should be changes is - 

you should still be able to dodge if your stamina is charging back up.

you should make it easier to get into tight tunnels after climbing(this has resulted in a couple of lost runs for me)

The electric pole thingies in the infinite machine constantly get in the way, and in general the infinite machine has way too much spikes. 

You should replace the white tall grass from the catacombs with something like wires in the infinite machine

(+1)

Awesome! Thanks for the feedback, I'll be workin on quite a bit of this soon!!

I did find some bugs after playing for a bit more, like being able to climb while chained, the chains not displaying sometimes, and that dying with an item in your hand results in you respawning with it. 

Deleted 74 days ago
(+1)

I'm so happy that I could finally play it! Congrats, you're a good a example for all us indie devs to follow, that's some really impressive work right here!

The game is as fun as I expected it to be, but a tad bit challenging. What I had the most trouble with is the parry and throw mechanics. 

For the throw, it was tricky getting the timing right, but it was annoying having to stop right in your tracks to correctly aim (I can't multitask lol). 

For the parry, I don't have trouble with the timing, I think it's pretty good when my click is registered in the first place, I always feel like my input is eaten, from what I understand there's a time window where it checks whenever I'm doing a regular attack or a heavy attack and I think that's it's too long and doesn't work when I'm on a pinch. 

So since combat is too hard, I just find myself dashing and jumping around 90% of the time (stamina beads are the best), but it doesn't feel right, like it doesn't mesh well with the rest of the mechanics. You're supposed to be a little boi with weak attacks who has to deflect to damage enemies in the first place but with the super parkour powers, it seems a tad bit silly lol.

Also, the cut-scene audio doesn't work, the rest of the game is completely fine though (I'm using the Linux version btw).

(+1)

Thank you!! I think me adding in some attack buffering might help with the attack input thing. I wonder if controller would feel better for you for the aiming? Maybe not though, something for me to think about!

(+2)

I might just be very silly but how do you get into item rooms? I see the white tallgrass and can't seem to break through or roll in. Would also love roll to be bound to left bumper/trigger on controller by default. Your left index finger is free and you're already swapping your right thumb between jump, roll, and bash.

(1 edit) (+2)

You get the reaper to attack it

Oh yeah, great idea! I can add it to left bumper too for now (at least before I have the control rebinding, and before that button goes to something else or something!)

(+2)

I love the game! Especially the tone/atmosphere + the sound design. I've also been following the DevLog series on YT. Downloaded the v1.01 and here's some of the feedback/bug stuff I found while playing for the last 2 hours or so:

Some bug/QoL stuff first

  • No dodge/roll controls in the written instructions at the start
  • No control to skip the cutscene with a controller
  • Clotho's Thread doesn't seem to function when picked up from one of the item rooms (not shop)
  • Sometimes the projectiles remain active on the ground + can still damage Samuel in the boss
  • No way to view the details of your current beads + items with controller
  • There was a moment when I went to crawl where two block corners met (large enough for it to be an obvious path), and I somehow clipped through and got pushed downward through the wall into another part of the map.
  • For the destructible walls, some sort of voice line (or even text) hinting that death needs to break it would be helpful. It took a while before I did it by accident lol
  • Not sure if intended, but the Hydraulic Clogs damage and break the destructible environment objects as well as enemies (i.e. boxes, barrels, etc)

Now some more opinion-y feedback stuff (lol obviously feel free to ignore this part) 

  • A way to restart the run/start a new run in the pause menu (or from holding R on keyboard like a lot of games) would be so nice
  • Some sort of screen effect or heartbeat to make it more obvious when on low HP (I found myself not realizing my health was so low a number of times)
  • Since the tutorial guy at the start is fairly easy to walk past (and miss some very helpful mechanics), maybe putting a door/wall in the first run to block you until you go through his dialogue would be helpful.
  • Its kind of a skill issue, but I found it extremely hard to dodge death's attack once he started winding up with his "magnetism" towards Samuel (though towards the end I started to get the hang of it). Its honestly the biggest obstacle in the early game before you build up beads.
  • Especially early on, I found myself climbing walls a lot, often when I didn't mean to.
  • As a completionist  who likes to pick up all the shinies, a way to do multiple bead trades would be cool too. I feel like since the trade is 2-1 it wouldn't make things too much easier by allowing for more trades. I also found it somewhat annoying to enter the menu on controller (I would sometimes have to re-trigger the dialogue a few times to get it to open).
  • A map feature showing where you've been so far would be great, perhaps in the pause menu (found myself lost on a few occasions after exploring to find all the beads).
  • I found myself wanting a simple melee combo/input buffer to make combat feel more fluid
  • I wish there was a "quick throw" to just throw the held object in the direction Samuel is facing, or wanting to be able to flick the right thumbstick in a direction to throw the object. Especially with Death, the ghosts, and other enemies, I didn't like that I often felt I had to stop moving completely to properly aim + use the throw mechanic.

All-in-all I love the game, and can't wait to eventually see a finished version! <3

(+1)

Thank you for the detail here, this is really helpful! Notes taken :D

Of course! I made sure to have a notepad nearby in case I ran into anything! I could recreate the bug with Clotho's Thread (I think it has something to do with the reaper already being spawned in when its picked up cause it works if you pick is as your reincarnated item), but I didn't manage to recreate the bug when I clipped through the corner (might need a certain speed or higher).

(2 edits) (+1)

Nice game, really really hard,  I couldn't get past the 2nd level but i will certainly try again ! 

Some feedbacks : 

I got an exception when i died and click no on try again:

NullReferenceException at Transform.get_position() at IMoveConfig.GetMoveVector() at MoveComponent.GetLocomotionVector()

there was also a run where i was still alive at 0hp but the exit was blocked by 2 cubes, so i was stuck in the big hole

I didn't find how to enter the room where we have to choose between 2 items

I feel like I should be able to roll over a 1-square spade but unfortunately the character can't (i guess without upgrade)

Thank you for the feedback!! Working on it--I'm hoping the v1.01 that I just put up fixes that exception issue, at least.

I'm wondering how it's possible to get to 0HP without dying, that's a whole new puzzle haha

(1 edit) (+1)

100(ish) days well spend! Can’t wait for the full release.

Thank you so much!! <3