Thanks for the feedback guys.
A freely resizable window and the ability to change the keys would be nice, I can't stand the keybindings.
You should also accept enter as a selector on the menu screen. S isn't exactly obvious.
GM's blur doesn't play nice with resizable windows, but I'm looking into adding custom keys. As for the enter key I'll probably either just make it always the case that enter is an accept button or just add a friendly reminder on the title screen that enter isn't the action key if pressed.
Btw, is there some sort of universally liked control scheme? I plumped for A,S,D due to whole wasd keys I heard a lot of people use. Would Z,X,C be better?
This is really impressive visuals wise. Gameplay wise, it reminds me of N (in a good way
) If i could pick something to have though, it would be a level editor.
Thanks! I did originally plan on adding a level editor but I don't know though, it depends how enthused I am about it once I've finished the main game. I suspect I'll just want to get cracking on making a new game once I've finished this so maybe it could be a pet project for the future.
I guess you purposefully made the 6th level impossible then? I got stuck in a wall trying anyway.
Really, I suppose I'm waiting for some more innovation. I hope you'll put in some interesting mechanics in the future with those future abilities.
Graphics and sounds are quite nice already though.
Well no the 6th level should be beatable, what wall exactly did you get stuck in?
I know exactly what you mean about innovation, but since this is my first proper game I basically just wanted to concentrate on making a solid fun game. Every level in the game will feature something new to play with so I'm hoping the simple core gameplay won't get stale.