Though, I actually love the mask enemy itself. It felt like it had a lot of character – the way it circled around meant I found the best way of not dying wasn’t to make a dash for the next screen, but to ‘play’ with it, by bouncing over it, ducking and weaving etc. Made me feel like the mask is deliberately not trying to kill you most of the time, it just wants to mess with you to have a good time.
This was great! It’s good to see such a large game from almightyzentaco, I hope there will be more to come… I have fond memories of his Knytt Stories level, Dark Sky of Wish Mountain.
The player sprite reminds me of the one from my own abandoned metroidvania, which makes me happy (I have no doubt it’s coincidental, though).
Hi, do you know our games?
We did a lots game ispirated old school of beat em up!
You can see here: https://seeproduction.blogspot.ie/
Chase sequences are not the time to stop adding checkpoints.
Yeah, I liked this game lots, but that bloody mask almost ruined it for me!
oh, there are checkpoints, it’s just that the first four screens are the hardest.
Yeah, that sequence was really brutal.
Oh no, it seems to save trinkets collected but not switches thrown and powerups collected(?) when quitting and later resuming?
It keeps powerups and glowy orbs, but that first switch doesn’t save.
This was great! It’s good to see such a large game from almightyzentaco, I hope there will be more to come… I have fond memories of his Knytt Stories level, Dark Sky of Wish Mountain.
The player sprite reminds me of the one from my own abandoned metroidvania, which makes me happy (I have no doubt it’s coincidental, though).
Fixed link: https://sergiocornaga.tumblr.com/post/7455964977/bluegirl-2009