it looks like there's an interesting visual bug where if you die just as a rocket is about to send you through the barrier, the rocket turns upside down and goes straight down because your hitbox is lower than it should be or something, i don't know (though it would be a pain to replicate)
little tip, there's a secret vendor in exploration's hard version (might be on easy too, but i doubt it). in the big open section with the flux orbs, get as high as you can. there's a platform isolated from the rest of the orbs with a npc on it that sells you a lightning staff, like the kind that the final boss uses. it costs 3k coins, so plan accordingly. upvote if this helps please
here's a tip, once you unlock the double jump you can tank a hit on the wall to the left of the man+dog statue, land on the ledge during invincibility frames, and get to the top, which unlocks the dash. please upvote this if it's useful, ok?
nice game. in my opinion, the only major flaw is the walls: 1:, they mess with vision if you're behind one, 2: evasive fish can go under them (or is this intentional?) and 3, they don't really make sense atmospherically, but that issue doesn't really count since it's just a prototype :)
Definitely a valid point. Yep I did allow fish to go under them because in early playtests, I would just trap the fish against the walls and it was pretty boring. Tbh, since this is the first game I ever put out publicly, I actually thought only a few hundred people would play so I just quickly whipped up the world. Little did I know it would get a decent amount of players. I've been trying to put more polish in my games since then, and I hope to revisit and fix these things in the future. Thanks for the feedback!
you know, if you save money by not buying the apple/charm of sight, it's possible to avoid robbing the treasury. admittedly i expected to get a bad ending for doing that, since there was an alternative..
not sure the best way to get the easy badge, but i reccomend being wasteful during the tutorial (it's faster and there's no consequences), trying to minimise the amount of flowers in action (add more if needed/when a group goes away) and to refresh the page if you fail to get 100%. also, having an enemy go into the river doesn't mean you can't get 100%, for whatever reason. it's cringe, but if you upvote this if you find it helpful that'd be good for others.
for reference, it seems like getting achivements will have you start with the corresponding stat increasing potion in future runs. it's handy, but pointless if you're only doing a single run. trapper gave a mana potion, slayer a attack potion, completing normal let me start with a free potion of dexterity on the next run, and speedrunner gives you a bonus speed potion. upvoting this comment lets it help others
uh oh, i bypassed all of the mook pirates in "the dark one" by stunning the boss when they first appeared and taking them down big time.
also of course the dark orb is totally not something i should mess with. like, come on, that intro sequence was very clear that the ultimate evil is trapped there. overall, the game was good, except for how easy it is to accidentally skip dialog whilst fighting. and the general grindiness. it's still quite well balanced.
in the bossfight (which is taking ages to beat) it's actually possible to get off the screen by walking in a direction right as you respawn, which puts you on the roof. if a totem attack comes then, you can use it to show where you're standing. also here's a couple of tips, after you get rid of the first 2 platforms you can take a breather, nothing happens until you start pushing down plate 3, and during the attack where 6 totems come at you from the sides, there's a small bit of space on the left where you can drop back to the plate to continue pushing it down in saftey.
people will try to follow you, so you need to make a lot of distance quickly and then hide in a place you won't be seen. i recommend the nook at the bottom right, as nobody really goes there. +1 if helpful.
it may be artsy, but that doesn't do much for the game when it's so unintutive.
no real skill involed, unless trial and error counts. ofc timing, but that's not the hard part.
Definitely a valid point. Yep I did allow fish to go under them because in early playtests, I would just trap the fish against the walls and it was pretty boring. Tbh, since this is the first game I ever put out publicly, I actually thought only a few hundred people would play so I just quickly whipped up the world. Little did I know it would get a decent amount of players. I've been trying to put more polish in my games since then, and I hope to revisit and fix these things in the future. Thanks for the feedback!