edit: fixed the sluggish jumps
edit: tightened up camera, added some tips about switching items, shrunk spike hitboxes, added some helpful tiles in the firepit
edit: widened the rat/bat safety window, added a chest near the star door which gives you an extra heart and serves as a 1 time savepoint
edit: healing salve only replenishes a heart, cap is still 4 hearts
edit: fix collisions at trigger points
edit: add skull to door guarded by boss & add visual feedback when boss is hit
edit: changed the healing salve to a full checkpoint, rat doesn't spawn under the double spikes until after you get the first potion, added a in-game tip about using potions, added another checkpoint in the firepit, took the corner off the annoying ledge over the firepit spike jump, changed boss dialog to make it more clear about what he does or doesn't have in his possession.
First larger game (sitting at 8180 tokens atm). Goober's in the Mix is a metroidvania in a dungeon setting. You play Goober the goblin and need to investigate a disturbance in the dungeon. Constructive criticism welcome as well as token saving tips.
Music by Cody Loyd.
Post your win screens.
I like the game, But not sure if this is a problem even as it’s my personal preference but the game is really unforgiving.. at least that the start. The bats are really mean and I wish touching a check point healed you so you didn’t have to SD to have a fair shot. :p but that’s just me. That rest of the game is fantastic, good job!
seems a bit too hard to me , the bat and rat combo can take away 3 hearts easily then the spike jump soon after that is very tight ... thats where i gave up ! also the jump sometimes doesnt work making it even more difficult... like the graphics style though , thats perfect :)
I think it’s great that you made a Metroidvania. It’s an ambitious and rewarding goal.
I haven’t been able to see your whole game yet as I’m dying like crazy around the area in your gif above.
I want to give you kudos though for all of the adjustments you are making to the game post-launch like the controls for the jump. It shows a lot of dedication to your craft
I've finished the game!
Physical inertia, knockback, throwing weapon stacks (outbursts), and throwing distance.
They implement some of the mechanics that make the gameplay stronger. However, at the same time, I think they add to the difficulty of the game.
I'd like to see either an additional respawn point, damage recovery, or extended damage disabling time.
The quiet BGM and GFX feel like a good representation of their personalities and lives.
Overall, it's well put together and very nice!
Yes, it helps if the respawn point is near the star door.
I thought the strain of getting a "freeze" was long.
The advice I can think of regarding tokens is that there are left and right flags.
Putting -1/0/1 as a dir at first for this would be a shortcut for multiplication.
I think something went wrong. I got the ice potion, then I got the explosion potion, then I beat the thing behind the wall. Now I've gone everywhere I was able to go, but there doesn't seem to anything left to do.
Also, while exploring I noticed the wall underneath the star door isn't solid.
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