Yea it was with a controller.
Good to know about the cause of the fire, thanks!
What a visually clean and fun game!
I cleared all three levels, though missed the final door at the third level and only was able to win due to a bug.
When you open (or close?) the map, time passage and movement are a bit funny. I was able to hit 0 seconds while coming out of the map I believe, which prevented me from voiding out to the darkness and let me explore at 0s forever (which I am a BIG fan of, props if you left it in on purpose!)
Thank you! I put most of my effort into the antique collecting, level art and design, and museum system so I'm glad it paid off!
I'm very happy with how the step system turned out and I'm glad you like it.
I was considering making the prompt switch, but forgot and probably wouldn't have prioritized it even if I remembered
I thought it was in the controls description but I see now I forgot to add it there too.
I've gotten a few people saying the map was easy to get lost in,. I tried to keep an air of mystery but I think something subtle like an arrow could definitely help. That said, due to how the map is laid out I don't know if it would actually help you get back very well...
I probably won't add the sword in, as that would require a lot of work and I have a personal project I want to get back to. I do plan to adjust some things with the audio and add a save system. I can probably put a direction indicator and interact prompt as well.
Thank you!
> "hmmm, I feel like there's something here" [...] Most of the time when I thought there would be an item, there was
That's exactly the vibe I was shooting for, I'm glad my idea landed well and you had fun!
I was considering a map, I may have implemented one if I had more time but I'm unsure. I wanted to lean into the "you don't know anything" aspect, but I definitely agree some areas are confusing to navigate (especially the water sections).
How many treasures did you find?
Thank you! I definitely have a soft spot for top down action adventures and try to pick a colorful palette that lets me represent everything I want to without just being monochrome. I see people do beautiful things with monochrome palettes but I just don't have the interest in it I guess.
I did everything but the music and sfx, our bgm composer (Sal) was pretty busy and only had time for the two tracks. Originally I was going to have different biomes be different screens, and they actually commented a few days before the end that they wished they could do more themes for each biome.
I'm glad you like the pirate, she was tricky to sprite, I'm still getting used to character art haha.
Thanks for playing, I'm glad you had fun!
Originally, you would start with a sword and unlock swimming and the harpoon by collecting treasures or finding them, but that had to be cut for time.
The water walking "bug" is deliberate, the step is only checked on a 1/4 second interval, so you can abuse that to walk across water. I did it as an homage to the hovering glitch from Zelda: A Link to the Past.
The harpoon area on the right was accidentally made unsolvable when I was "fixing" it (there was no rock to get back, so I added one, blocking off the way to get IN). Everything else should be possible without the bug!
I posted a map of all the treasure locations at the bottom of the page if you're curious.