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O Button: Z Key (Attack)
X Button: X Key (Jump)
D-Pad: Arrow Keys (Movement/Interact)
Pause: Enter/P (Menu)

1.0.2 Fixed bug that caused game crash on restart.
1.0.1 Smoothed out a problem area near the end which required near-frame-perfect jumping.

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The gravity is reaaaaally strong, and you die so fast, considering how difficult it is to time hits to make sure YOU don't get hit, since two and you're dead, and the slippery-ness of the physics makes it easy to slide into steam or other damaging situations.

(+1)

Really cool game. I feel like this could be expanded into something much greater.


I felt a bit that was off with the jumping. The gravity is very high and the jumping sound gets a little grating.

(Edited 1 time)

Found a bug: http://imgur.com/a/mAqmi


Seems to happen every time you restart from death.

Sorry about that! It seems I broke something with the first patch, it should work fine now.

(Edited 1 time)

The gravity is way too strong. It makes it hard to play. I feel like you could pull a mario here and strengthen the gravity at the top of the jump.

IMO, the x movement is too slow as well.

Otherwise, fun :)

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I saw a tweet asking for feedback, so here you go.

I can feel garbage collection pauses making jumping harder. If it isn't that, then something was eating up my inputs.

I like how switches once thrown stay thrown. It's very Dark Souls feeling and it gave me an immediate reason to go back and unlock the top path once I realized that it happened.

I had a little trouble with enemies but I figured out that running a bit back after a hit and then going for a forward attack was most effective. An odd tactic, but I can't just stay still because the enemy's attack is longer than mine by a pixel?

The physics felt like I was on ice the entire time. Not hard to deal with once I got used to it, but definitely didn't feel like I was actually able to walk. Most annoying towards the end when I had to jump out of a one block wide gap and kept hitting the ceiling.

Overall the challenges presented felt fun, if basic.

The chests felt unnecessary. They always have health drops, so why not just leave health drops there?

Edit: Wait, is this part of @eevee's game jam? If so, this is actually amazing for one week of work.

Thanks for the feedback. I had meant to enter it in their jam, but I wasn't able to finish it in time. This actually took closer to two months to make.

(+1)

I love the art, I love the wires, I love that there's AI at all. I can't believe you fit all of this in, just, generally. You made really effective use of a small handful of tiles, too. And even tiny dust clouds! So many nice touches.

Nitpicks:

  • Not that it matters, but you got the button labels backwards in the description; X is X, Z is O.
  • Gravity is REALLY strong, which makes jumping a little frustrating, even early on. It completely ruins that puzzle near the end with the four switches, too, because you jump so quickly that you have a really short window before hitting your head on the ceiling. I spent so much time here arrrgghh.
  • The combat does feel more difficult than it should be, and for artificial reasons, which are the least fun — they can run back to me slightly faster than their iframes run out, and I think they might have slightly longer reach than I do? A couple times I've swung, missed, and then been hit even though neither of us moved. It was okay once I got used to the timing, but I guess it's just not where I expected the difficulty to be.
  • I'm not sure the second shortcut is actually useful? At least, I can't find an easy way to get back to it.
  • It might be helpful to have different sounds for the player being hit vs an enemy being hit.
  • In spots where a wire goes down through the floor, standing above it looks weird, since the wire is behind you but in front of the thing you're standing on. Maybe wires should draw in the foreground, like the girders do?
(Edited 1 time)

I actually expected to have difficulty there, and other than a few jumps not registering (but not knocking me down to the bottom either), I actually got it pretty easily.

Edit: Actually, from a tweet of the section talked about, I was thinking of a different (even more narrow section) than the section shown. I had absolutely no issue with that section personally. *shrug*

serious mismatch between input-timing and pacing of A.I., unplayable.

The commonly adopted strategy is to hit an enemy, avoid them until their invincibility wears off, then hit them again. I could shorten the time of invincibility, but I worry that it would make the game too simple and easy.

While that is a reasonable strategy, I've had a few cases where the enemy didn't register a hit OUTSIDE the invincibility-period.