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Anatidaephobia

Find out what or who stole all of your abilities, and who is the being attempting to communicate with you. ----------- Hey. This is my first time working on a game and participating in a jam by myself . I'm an artist first and have 0 experience with coding. I was barely able to submit it in time and the game is currently full of small bugs that I will be attempting to fix. If you happen to run into any major game breaking ones, please let me know and I'll try to fix it to the best of my abilities. Hope you enjoy, thanks. ------------ So I think I've managed to fix most of the bugs and the game is now running as it should. (Hopefully) Enemies and coins (Thanks to barrycierip for pointing it out!) are behaving properly and the Credits menu works now. I've never used itch before so I have no idea how version control is handled or if I should even be writing this here as a sort of update. But hey, there you go I guess. Thanks for your feedback. Looking forward to playing all of your entries now! ------------ Hey y'all I went ahead and did some more bug fixing. They are as follows: - Enemies sprites and animations are behaving properly now. Before, they were not playing certain animations at the proper speed when they should and sometimes even skipping them entirely. - The second checkpoint seemed to not be spawning the player in the proper place. Its spawning position was off the platform the checkpoint sits on, so when the death screen transition started, the character would fall all the way down before the game transitioned back in. But it is now working. - Dying while the game was paused kept you stuck in only being able to play while the pause screen was on. Thanks to operadarttotale for finding that out! I believe I have that fixed now. - The credits screen at the end of the game now give you a prompt to quit, instead of leading to a screen with the player flying in the sky. Thanks to exploitdev for pointing this one out! The original plan was to make the game return to the Main Menu upon a button press, but for the life of me, I can't get that to work in the current state of the game (the whole thing breaks). So for now, quitting after a button press prompt will have to do. - Edited description of Sprint and Dash ability, which didn't match with the order you'd unlock them in.- Prevented being able to continue cycling through the menu options after pressing Play or the Credits button during their respective transitions into the next scene. Which could cause some problems if an option was chosen during an already ongoing transition. Regarding further finetunings and quality of life: If I do decide to eventually do it, I believe it would be best to leave that for later. Since I don't want to mess with the game too much before the voting phase is over. Not that any of the additions will matter too much either. The game right now is so short and brief that it makes little to no use of any of the implemented mechanics it currently has. But it's been a good learning lesson nonetheless. I have been however taking notes and will definitely be taking them into consideration in the future, irrespective of wether I will be applying it to this specific project or not. Especially with the more subjetive aspects such as balancing and game feel. Either way, Thank you very much for playing and for all of your feedback!

spike 2 followers· portfolio 4 View creator →
PLAY IN BROWSER
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★ 4 avg rating
2 ratings
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Catalog standing Top 50%
#201,789 of 399,830most rated

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