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Wowfunhappy

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A member registered Nov 13, 2016

Recent community posts

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This is one of my favorite games for the PlayDate! It's super polished!

I only wish it was longer, I'm already halfway through! (And, it's sometimes hard to tell the different "colors" apart, but I realize that's basically a hardware limitation.)

...how hard is this game? I want to get it but the description is making me worried I'll be frustrated. (I realize this is a difficult question to answer!)

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This is so good!

Tiny thing: I would *love* to get a small warning bubble when an enemy is about to appear from off screen, a la Crankin's Time Travel Adventure.

Also, just curious: did you consider making it possible to jump on the enemies? I keep feeling like I should be able to do that!

If you ever make the full version available here on Itch without Steam (even sans user made puzzle support if need be), I'll buy it!

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May I ask what technical reasons cause the Mac version to only be available on Steam?

Contrary to popular belief, all copies of Flash have not suddenly ceased to exist. :) I downloaded the SWF and use Flash Projector.

Hi there!

On macOS, this is what I see when I open the latest version of the game in Quicklook: 


I'm pretty sure Celeste has been updated quite a few times, so this can't be Version 1! (The year is also off).

I know this isn't a huge deal in the grand scheme of things, but it feels un-clean, so I wanted to report it.

Thanks! I love the game itself, it's actually my second time buying it, since I got the Switch version at launch.

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Hello. I finally got a chance to play through this today. The the whole, it was a lot more polished than I expected of an early build, and I was pretty impressed overall. That said, here are some notes about a few specific sections:

  • In the beginning outside section, where the platforms were sliding atop stone surfaces rather than outright floating... maybe there should be spikes on the stone surface? It felt a little strange to die from such a short fall.
  • I was not a fan of those rolling platforms. The process of walking backward to stay on top of them felt fake, and actually made a slightly queasy (which for me is a big deal, as it's happened before in my eight months of owning a Vive). I'm sure they were created as a way of keeping people within their play area, but, well, I still didn't like them, and I feel like Chyrsallis Pyramid managed well enough.
  • Overall, I [i]loved[/i] the sections where you had to duck and dodge obstacles to avoid being pushed of a moving platform. They were a lot of fun, and just felt great. That said, I had an issue with the last obstacle on the first of these sections, which kept pushing me off when I was certain I had moved out of the way. It took me maybe seven tries to get through, and I don't know why it finally worked.
  • I found the more maze-like rooms with guardian blocks to be annoying, and if I hadn't been specifically testing the game I might have given up in those sections.

Lastly, as much as I love platforming, I feel like there needs to be some sort of additional mechanic to provide game-play variety. It doesn't need to be super in depth, just different. I could see climbing working well, or maybe some very light combat?

Thanks!

Hi, I'm Jonathan/Wowfunhappy. I really like platformers in generally and loved Chrysalis Pyramid. I have a much larger than average 4x3 play area, if that's something you're interested in testing. I also do a lot of QA testing professionally (although not on games), so I'm pretty good at reproducing/reporting problems.