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I can tell that a lot of time was put into this game.  The core gameplay is simple to understand but has a surprising amount of depth that really makes you think through the harder puzzles.  The art and dialogue are also very charming.  However, a problem with the game is that some areas have both puzzle solving and reaction sensitive gameplay. For example, in the areas I played on the path to the blue torch, I had to avoid the moving saws and navigate through an area before spikes reappear.  It was overstimulating for me to juggle both tasks at once.  Also, some areas let me respawn back in the same area while others put me back in the last crystal pool every time I died.  I believe either approach to respawning could work, but having both feels inconsistent.  Regardless, I think Sliding Hero has a lot of potential and I had fun playing it.

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Hi!

First of all, thank you very much for playing the game, I'm glad you enjoyed your time with it.

Regarding your observation and feedback: I agree, there's the need to fine-tune the whole puzzle-solving and reaction-sensitive gameplay that can be a bit too much in certain parts of the game. If you found that section too much, from the save point of the blue area you can go to the right to have a less frenetic set of rooms.

Regarding the respawn, I wanted to make two different mechanics: for rooms that you can reset, you will respawn inside of it after death, for rooms you can't reset you will respawn at a checkpoint. This is a design choice, but I absolutely need to make it more coherent and comprehensible.

Thanks again for trying the game!

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I like the idea of taking a novel mechanic and expanding on it as the player progresses. I thought the difficulty of the puzzles were just the right amount of challenging and enjoyed what I played. 

Hi gsdboxer, thank you very much for playing and for the video! It was really fun and entrtaining watching you slide around the dungeon.

Regarding the boss, after completing the other two area you will open up to it, but maybe it is a bit too long to get to it for a demo.

Maybe next release I will shorten it a bit.

Again, thank you!

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Like what I'm seeing so far. More creative and more interesting than a lot of games I've seen lately on here.

After getting the green flame and teleporting back to the cemetery, if you go back to the green portal you try to use the cemetery portal, the teleport animation runs, the cemetery comes back, and the game is unplayable (maybe frozen) - the player doesn't even reappear.

Hi Clansing, I’m really glad that you are liking it!

Regarding the bug, I probably know what happended, so there’s a temporary fix for it until I upload a new version: simply exit the game and load your save. I’ll make a new build straight away that will solve the issue, and upload it.


Thanks again for playing!

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Yup, I figured out the workaround before I posted the bug (went back and tried a couple times to confirm the bug wasn't a one-off before I posted). I guess I could have mentioned it. Although, oddly enough, I just came back after playing again earlier (made it to Locke, died during the fight, and then closed my tab to come back later), but I can't resume my save game now.

Not entirely sure what happened there - maybe it has something to do with exactly when I closed the tab or something? Unfortunately, I can't really test for a reproduce for that since I'd have to start from the beginning to test it, so all I can do is mention it.

Hi again,

I think the problem was on my end, I uploaded a new WebGL version and that must have overwritten something and the save state not working anymore. I've re-uploaded the previous version, can you see if you can load your save game now?

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Just checked. The continue button still just dings, but doesn't load the game.

Oh, I'm really sorry to hear that. Unfortunately, there's no fix for it with the way Itch treats the upload of WebGL (it gives each upload a new hash, even when simply updating the current version, so the save state does not recognize the new version) and the type of save system I'm using.

If you want to see how the game goes on, I suggest downloading the Windows version so the save will persist even with an upgraded build.

I'm really sorry for the inconvenience.

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I played the demo and it is quite fun. It is a simple yet challenging puzzle game that has a very nice art style and gameplay. This game has given me one of the most frustrating and aha moments ever. I do however have a problem that has prevented me from completing it. I thought that if I died and respawned, the level that I had not completed would go back to normal with everything back in place. However, the broken obstacles were still broken which made the level soft lock. I don't think this was intended and hope it can be fixed! You can see it at around 32 minutes into the video. I do hope development goes well because it was really fun.

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Hi Allekid.
First of all, thank you for taking your time to try the game. I'm really glad that you are liking it!

Regarding the soft lock: that room had an issue that I've managed to promptly resolve (thank you for the heads up) and I'm going to upload a build with that minor bug fixed. In the meantime, you can just enter and exit the room to reset the vases without needing to die until the new version is out (in an hour or such I'll upload it, save states will be compatible).

Thanks again!