plus within like 20 mins, i got a total of 99.11s saved(my save had reset for some reason), and got incredibly lucky and got a 4.45s time on map 3 on my first actual finish attempt
The core gameplay conceit of the early levels—dying to turn into a ghost, and solving puzzles by swapping between ghost and corporeal forms—is pretty neat. I like those levels. Having the time you "save" be added together to determine your time limit for the last level is a great idea! It turns the level timer into more than just a high score.
But there wasn't really an indication of what "time saved" meant. I kept getting 0's in the early levels, so I assumed it just meant "how much time you shaved off your personal best" or something...until I started getting positive Time Saved scores. (Obviously I figured it out once I reached the final level.)
Speaking of the final level...it feels like it came from a different game? I guess that's almost inevitable when most of the game is a puzzle-platformer and it ends in a boss fight, but I had barely even used the spell shooty thing after the tutorial where it was introduced—dying and possessing(?) soldiers just felt more natural. I'm not sure I have a solution, but it felt odd.
Also, I decided to walk left through that door thing in the boss fight, and wound up spending all my saved time falling through nothingness. It's my own fault, really, but it's still an odd bug I decided to report.
Hey! Thanks for the amazing feedback! I'll fix the door problem in the post-jam version.
I can try to change the wording for time saved to make it more clear, I may just rework it somehow so it feels better explained.
The boss fight was very much shoe-horned in, I couldn't think of a solid puzzle for it so I tried to do a more classic boss fight, it does feel really disjoint, I'm not sure exactly how to fix that but I will look into it.
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i wish there was a community on this game so we could easily get 100s saved
but i guess its a one man job
imma set a goal list for times
5.85lvl 1
plus within like 20 mins, i got a total of 99.11s saved(my save had reset for some reason), and got incredibly lucky and got a 4.45s time on map 3 on my first actual finish attempt
also a major glitch i found is if you kill an enemy and while its still in its death anim or smth, and respawn, that enemy becomes invisible.
also, what is the hitbox of the spike and ghost?
The spike is about what is shown on screen, the ghost has a box collision around it
thanks
on level 7, you can clip into the floor right at the end, making you possibly fail some runs, as it moves you away from the finish
an image for reference (ignore my terrible handwriting)
and you can clip into the wall, which will count as landing on ground, losing all downwards vel.
hey IanGoGo
i got 99.29s saved
my progress got sent back a bit on my school pc
funny thing, im .02 ahead now at 99.31
99.56 or smth
also a sub-7 time is possible on lvl 4
idea for lvl 3
Did you get it to work?
ehhhh kinda
at best, maybe a sub 5
if so, prob like 4.9x
its just really hard to do
the irony of this one reply from 5 months ago
im gonna get to 90s saved
got it
now 93.5
95
Nice! That's super impressive! Do you have video of your run?
sorry for a late response. i've been in school
short answer, no i don't
what is everyones total time saved. mines 86s
timeline that i have figured out so far
Death Percent 2 --> Out Of Tim
Off to a great start :)
The core gameplay conceit of the early levels—dying to turn into a ghost, and solving puzzles by swapping between ghost and corporeal forms—is pretty neat. I like those levels. Having the time you "save" be added together to determine your time limit for the last level is a great idea! It turns the level timer into more than just a high score.
But there wasn't really an indication of what "time saved" meant. I kept getting 0's in the early levels, so I assumed it just meant "how much time you shaved off your personal best" or something...until I started getting positive Time Saved scores. (Obviously I figured it out once I reached the final level.)
Speaking of the final level...it feels like it came from a different game? I guess that's almost inevitable when most of the game is a puzzle-platformer and it ends in a boss fight, but I had barely even used the spell shooty thing after the tutorial where it was introduced—dying and possessing(?) soldiers just felt more natural. I'm not sure I have a solution, but it felt odd.
Also, I decided to walk left through that door thing in the boss fight, and wound up spending all my saved time falling through nothingness. It's my own fault, really, but it's still an odd bug I decided to report.
Hey! Thanks for the amazing feedback! I'll fix the door problem in the post-jam version.
I can try to change the wording for time saved to make it more clear, I may just rework it somehow so it feels better explained.
The boss fight was very much shoe-horned in, I couldn't think of a solid puzzle for it so I tried to do a more classic boss fight, it does feel really disjoint, I'm not sure exactly how to fix that but I will look into it.
The obvious answer is "Make it a puzzle boss fight," but that's not really an answer so much as a goal, is it?
For sure, I'll probably rework it to have more of a puzzle aspect to it. Thanks again for the great feedback