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Awaking in your pod, you can use your tender limbs to free yourself by pressing z, x, or c.
Without sharp claws, you cannot cling to the fleshy strands around you, or cut through threats with x.
Without chitinous fins, you cannot dash and glide to distant organs with c.
And without buoyant blisters, you cannot double-jump to clamber towards that which lies above by pushing z while in the air.
Perhaps, if you can find the various symbiotic worms that inhabit this gigantic creature, you will be able to obtain such powers, but the parasites and growths that roam this cavity may consume your fragile form if you are not careful.
Be wary, and you might just survive to maturity...
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This game contains elements of body horror, and may not be suitable for all audiences.
Even pulling an all nighter, it was a real scramble to get this finished within the deadline, and as such the game is in a much sorer state than I would have liked it. Hopefully you will still be able to enjoy, though!
Downloads and Links
Ratings
![]() | Coolness | 79% |
#404 | Graphics | 3.18 |
#434 | Humor | 2.29 |
#530 | Mood | 2.83 |
#677 | Theme | 3.03 |
#740 | Overall | 2.87 |
#775 | Fun | 2.63 |
#836 | Innovation | 2.39 |
Comments
The controls felt very floaty to me, which made this hard to play.
Agree with previous: the jumping mechanics feel a little floaty and "glidey". I did like the sprite graphics though. Really nice, good animations too.
It was still fun to play. Played until I got the dashing item.
It ran a little choppy on my machine. The "dude" and his animation was well made.
It was hard to move, and it took a few deaths to learn how to attack. But I like the art and the concept! Very morbid. Good job :)
I agree with the other comments about the movement, but you get use to it after a while. The art and animations are amazing, well done!
Got a bit too tedious after 5 tries as the controls was a bit clunky. So I'm only rating you for some of the others as I didn't actually play that much.
I like the sprites/ animation for the player and monsters tough!
Lack of checkpoints with very floaty controls made it extremely difficult to progress :/ However I really like the concept of an exploration game where you gain abilities to shapeshift your character (in fact I made something similar xD).
Could have used some meaty sound effects and an ominious background tune.
Good luck in the compo and good effort!
Not bad. The controls, yes. I'll never understand why people choose keys like arrows keys for moving and z,x,c for buttons instead of e.g. WASD for moving and the arrow keys as buttons. I don't want to offend you, I am a german an my z is not where your z is ;) (it's where your y is)
It's a good thing that I kept the weapon after I died.
But all in all it's not bad and I need to explore a bit further.
The graphics messed with my eyes, but they were actually quite nice and it felt good.
The art reminded me of a mix of classic Doom and Edmund McMillen. I'm a big fan of platformers so the feel was a bit off for me though i played though to all powerups and then couldnt figure out if there was anything for me to do. Good game though. Tighten up the controls and make a bigger more varied map and you've got a nice wee metroidvania on your hands.
Thanks for all the feedback, everyone!
Personally, I'm a bit surprised at all the complaints about floaty movement! This is the first platformer I've made in a long time, but I spent a fair bit of time on the first day tweaking the movement until I was more or less happy with how it felt. I was testing with the dash and double jump unlocked, though, if that might have affected how it felt? This is definitely something I'll need to look into more...
@esayitch: checkpoints were so close to making it in, actually! I had all the code ready, I just couldn't figure out where to put them, and didn't have a checkpoint sprite. Sound effects were just something I didn't have time for, as much as I wanted to...
@mightymarcus: I'm so sorry! Support for non-QWERTY layouts was one of the things I was hoping to address this LD, but as it became clear I was running late, I decided to skip that. In the end, it probably turned out to be the right call, since I only managed to finish it in the last half hour, but that's one thing I definitely regret not including...
@RadMcCool: There is a final secret that can be found by using the double jump (and wall cling) to reach a platform that was out of reach before, but I didn't have much time to spend on the ending, so it's a little simple. Thanks for your reply!
Movement is very hard, I've just read about this in this article:
http://gamasutra.com/blogs/MarkVenturelli/20140810/223001/Game_Feel_Tips_I_The_Ghost_Jump.php
you should let player jump tiny bit after they're off of the floor.
Animations are awesome, nice game in general! :)
@SUNFURY: Interesting article! Funnily enough, that was actually something I was considering while building the game, but it got removed by accident! There's a 3 frame windup every time you jump (which actually lets players choose between short hops and proper jumps, but that's beside the point), and I set that to continue even if you run off the edge of the platform, but forgot players wouldn't be thinking of it like that. So thanks for the reminder, I'll look into something like that for when I clean up the platforming code!
Interesting game. Cool graphics. Always a fan of platformers. I think most people have trouble with inertia while in the air. Not a lot of platformers do that.
@ForeignGuyMike: I think I see what you're saying about the inertia. I based the physics off the game Dustforce (though didn't nearly get anything as satisfying) which has a large focus on maintaining inertia to complete levels quickly. I think if I used the same physics variables again, I'd want to make the game focus on aerial combat, though, to make the most of it.
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Very hard Movement, good game and idea