Michi Potion Hunt
Michiru heads into the old coffee mines in search of a potion she dropped or something. I don't know, I should've been in bed an hour ago.
Get to the last room then shoot the hands when they're holding bad stuff.
Edit: Now with brightness controls and more than one phase! Hopefully it's not too easy or too hard, I've lost all perspective during testing. Also hopefully the use of Potion is acceptable; it fits the fanwork guidelines as I understand them.
Updated | 13 days ago |
Published | 16 days ago |
Status | Prototype |
Platforms | HTML5 |
Author | noremac7777 |
Genre | Platformer |
Made with | Unreal Engine |
Comments
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The autoshooting mechanics combined with the dodging are really fun, and the visuals and music make it a great whole as you can concentrate on dodging stuff while deriving satisfaction from damaging the boss.
I had a lot of fun playing this one!
The starting cliff is virtually invisible so I ended up walking off of it several times. The rotating platforms also seem to get stuck on the rotating phase if you die after it starts, which makes subsequent attempts a bit more difficult.
I think this game would be helped a lot if you didn't have to do that initial walk back to the boss.
Thanks so much :D
Yeah the cliff took a backseat; it's literally the first thing I slapped in there "temporarily" to bridge the starting cave to the arena. Intention was to make more of a "level" leading up to the boss, to introduce the shooting mechanic and the fire that got left out.
Damn, thought I added the reset for the rotating phase. Guess not, or maybe a path exists where it gets bypassed. I also managed to become invulnerable in my own post-patch testing, no real idea how.
Yeah I've even got a system on the player to choose different respawn points but didn't find time to a.) place one or b.) add appropriate scripting to actually select a new spawn point. Would've used campfires like the one in the starting room to indicate if I'd managed to make enough of a level to justify multiple checkpoints but eh, game jam timeframes. Thanks again!
Edit: and your response to the shooting is basically everything I was hoping for with it :) with more balancing time I might've limited the auto-aim so that you had to at least be facing towards the target to add a skill floor to that element (most likely with the health bars adjusted down a bit) but again, without introducing the mechanic properly to the player that felt like it could be a bit impenetrable.