Yes I know, the fullscreen button didn't fix it in my testing. Hence the note on the resolution issue. I was planning on figuring that out, but I've burnt out on the project so it's probably going to stay as it is. If you use the inbuilt zoom function of your web browser that lets you view the full game, but for now that's the only solution I have. Sorry :/
Dash and Double Jump are both accessible without any abilities. I was hoping that the puzzle aspect would be a bit more clear, but it's always hard to convey an idea when you already know the answer. As far as hints go... going through 5 right transitions got you the dash, so another chain of transitions could get you something else. The 'u' in jump looks kinda weird too, maybe you can figure something out with that.
You go down, down, left, left, up, up. The squares making up the shape of the 'u' are the same as the shape of the rooms you trace, if that makes sense. Start at the first stone tablet pointing down, go left at the big one, then up through the lava rooms.
Ooh, that could work! I may have made the game a bit too esoteric ;>.> If you want to get through the crystals, take a look at the room with the roman numerals and the inverted cross. I intended you to need walljump for it, but I think there's a way you can do it without as well.
Edit: For the double jump puzzle, you can also follows the arrows on the stones. There are some in the lava rooms that are melted (in an attempt to obscure which way the arrows pointed), but the implementation is subtle... It's hard to judge what's obvious or not when you're the one building the game.
Started by going down (a lot). Found myself at a thing that said "Rx5 <--> J(u)MP", so, OK, maybe it's telling me to hit R a lot. Not really, no. So I go right and then hit R...and now it's reset me to be on top of an inverted cross. And I can't go anywhere from there.
I think it may need some more work, if it's possible to get perma-stuck within a minute of starting.
I apologize for the confusion there, the "r" key teleporting you to the top of a room is a dev shortcut I was using to help me test some things. It's not intended to be in the game/used by players. I didn't know you could get stuck there, thank you for telling me!
Also, going down through a lot of transitions in the beginning is intentional. Firstly to teach you about the looping rooms, and secondly to help funnel you towards the first two main abilities of the game. If that wasn't clear or wasn't helpful I'll see what I can do to improve the early sections of the game.
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downloadable windows version please!
+1 for making the Windows Critical Stop sound as speech sfx
Game doesnt fit the screen and fullscreen button doesnt exist either :-(
Yes I know, the fullscreen button didn't fix it in my testing. Hence the note on the resolution issue. I was planning on figuring that out, but I've burnt out on the project so it's probably going to stay as it is. If you use the inbuilt zoom function of your web browser that lets you view the full game, but for now that's the only solution I have. Sorry :/
yeah, I later on read that and managed to play it that way.
it just aint my kind of game, where you basically have to guess some room walking order one after the other.
Just ain't my kind of game
Thanks for trying it out, even if it's not really your thing :D
Ok, I got the dash. Now what?
Dash and Double Jump are both accessible without any abilities. I was hoping that the puzzle aspect would be a bit more clear, but it's always hard to convey an idea when you already know the answer. As far as hints go... going through 5 right transitions got you the dash, so another chain of transitions could get you something else. The 'u' in jump looks kinda weird too, maybe you can figure something out with that.
How do I get the double jump?
And I think the missing u in "jump" means that we have to go up from there.
You go down, down, left, left, up, up. The squares making up the shape of the 'u' are the same as the shape of the rooms you trace, if that makes sense. Start at the first stone tablet pointing down, go left at the big one, then up through the lava rooms.
Oh, that was a bit confusing. Maybe make the upper left dot in the "u" an arrow instead? So it's a bit more obvious, you know.
Edit: I still need to know how to destroy those inverted cross crystals, too...
Ooh, that could work! I may have made the game a bit too esoteric ;>.> If you want to get through the crystals, take a look at the room with the roman numerals and the inverted cross. I intended you to need walljump for it, but I think there's a way you can do it without as well.
Edit: For the double jump puzzle, you can also follows the arrows on the stones. There are some in the lava rooms that are melted (in an attempt to obscure which way the arrows pointed), but the implementation is subtle... It's hard to judge what's obvious or not when you're the one building the game.
Started by going down (a lot). Found myself at a thing that said "Rx5 <--> J(u)MP", so, OK, maybe it's telling me to hit R a lot. Not really, no. So I go right and then hit R...and now it's reset me to be on top of an inverted cross. And I can't go anywhere from there.
I think it may need some more work, if it's possible to get perma-stuck within a minute of starting.
You need to press the J key to jump.
Edit: Also, R x 5 actually means "go right 5 times".
I apologize for the confusion there, the "r" key teleporting you to the top of a room is a dev shortcut I was using to help me test some things. It's not intended to be in the game/used by players. I didn't know you could get stuck there, thank you for telling me!
The jumping wasn't the problem; going down wasn't the problem It was really just the getting stuck. :-)
Gotcha, thanks a million for the feedback! I'll make sure to fix that in a future update.
Also, going down through a lot of transitions in the beginning is intentional. Firstly to teach you about the looping rooms, and secondly to help funnel you towards the first two main abilities of the game. If that wasn't clear or wasn't helpful I'll see what I can do to improve the early sections of the game.