When your sister, Bubble, falls ill it is up to you to go seek out the only cure that is lost in a deep mine. With your trusty slingshot and mysterious glowing spectrite stones you'll have to venture into the depths to find the cure in this puzzle platformer originally made for StencylJam2015.Read More
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It's bad practice to not show all key/button explanations somewhere.
Because of above you missed SHIFT for "temp boost".
(For all we know there could be hundreds of more functions).
The control on this game is very weird, at least on my computer. It's not very responsive. Also, I played from somewhere else that doesn't handily give controls in the review, the game didn't show them in game, and I was very confused as to how to hit a button I could jump to or why I was picking up gems. Otherwise would be a very fun game, but I couldn't move my character very well because of the previously stated unresponsiveness on my computer.
My apologize. I missed this because when I played it I actually never used the temp boost and was able to get through it just fine. But I'll add this in.
Besides the common [p] for pause and [m] for mute, you can actually hit [TAB] to see the controls, something I missed the first time too =/
Even though it's a practically useless function, that's definitely the best "pause" menu I've seen in a while.
TAB?.. they really should have used the Konami code.
How do you get past the first door?
I managed to complete the game without knowing about [SHIFT], [TAB], [P], or [M]. The "Settings" gear leading to a "Retry" looped-arrow was fortunately obvious, but could have used a "?" icon which did what [TAB] does.
Dashing wouldn't have been helpful for anything but convenience with long hallways, though - no platforming/doors required it, and the monsters (and boss) were slow-paced enough to leisurely walk away from and/or normal-jump over. The primary challenge with the boss was to avoid shots that were too low to walk under (no ducking!) AND too high to jump over safely, which needed a bit of strategy with using the lower areas as cover without being trapped by a low swoop. This could still be accomplished (with a few retries) without dashing.
This is still pretty good for a five-day contest entry...BUT. This is "polished" as in "shiny, pretty, charming, creative, and lacking obvious bugs", but not as in "complete" or "well-tested", sadly. In addition to de-obfuscating the key bindings, the dashing should either be removed as superfluous, or more platforming puzzles/creature behaviour added which would make dashing necessary.
All in all, I feel this is clearly good enough in concept AND presentation to deserve being worked on further.
For the first level.
Just walk over the stone to pick it up. Then using the mouse aim and shoot at the red button that is up by the door (kind of in the dark). Then you just move to the door and walk over it till it sucks you in =)