I know people are having problems with the slowdown bug. Fact is, I've fixed it long ago. The probelm was the fullscreen mode.
However, I can'd do anything about it.
Right now, my computer is at a repearshop after a series of crashes. I was really hoping to replace the buggy version with something that works by the time the voting started, but no such luck. I might be getting it back tomorrow, maybe in the next few days. When I do, I'l upload a new version with some fixes and some new music. To be honest though, I'm fairly tempted to redo the whole engine, but we'll see. I don't want to take too much time away from my main project.
First of all Awesome art
I love the painted in-your-face intro.
The game itself, right now it looks like a big mess, but it's not really a bad thing. It could make a great exploration/metroidvania game with larger caves and many many different objectives.
I met some sort of evil looking glowing black stone that did nothing and a chest that i couldn't open, then a slimy creature died and gave me a golden potion (that did nothing).
How awesome is that ?
Too bad the game still needs too much work before it's interesting.
Oh and unskippable cutscenes = fail.
The... chest didn't open? You're kidding me. Is that damn thing bugging up again? There's no reason it shouldn't open, but I guess it's ignoring my scripts... I'll look into it.
As for the other things, the black block is for the mission (did that work out?) The frogs get bruned by your jetpack or by the fireballs from the eye-blocks. The potion is only supposed to spawn at random when you're damaged to replentish it. I haven't seen it pop up when you're at max health. (Was that what happined?)
The cutscene was really just something I whipped together so it wouldn't just be a pure gameplay demo, I just didn't have time to add a skip button. When you beat the level, you're supposed to get a cutscene and score, but I didn't manage to put it in in time. I should probably have redirected the player to the cutscene instead of ending the application when you die though.
I had the problem with the stuttering with a few other games, a princess one I seem to recall. The levels are huge, but it would be nice to have some clue where the witch was. I just got so lost at first, ended up dying in a stutter storm.
A subtle clue might be to change the types of tiles as you get closer to the witch. That way, you know by the appearance of the tiles.
Yeah, timing is hard.
Gorgeous tiles and creatures. I love the big pixels so much and I had a lot of fun with it. Interface felt a bit off for me, but that was because I wasn't used to it. It would also be nice if I could figure out how to break up or down.
I adressed the witch thing before, but... what was that about the interface? As for breaking upwards, you can't do that. I considered it at one point, but then, it would just be flying around. The blocks wouldn't really matter much.
Really sorry about the problems you guys experiencing. I'll get round to fixing things up once I get my box back.