This is such a great game and so good as a demake. The animations especially blew me away. I was wondering how you did the sword swipe animations. In the sprite sheet they are multi-coloured, which makes me think you used code to set those pixels at various times to the specific white/grey in action? Do you mind explaining a bit of how you made those visuals, however you did? @Jakub Wasilewski
Sure. It's a palette-based effect. Each frame, before the swipe is drawn, a continuous band of colors is set to various shades of gray, while all others are set to transparent. Each frame, the "band" in the colors moves one step forward, giving the impression of an animated swipe.
The item "glow" animation uses the same approach for a different effect (at sprite #41).
Feel free! No need for credit - palette cycling is an old, old technique with a lot of history behind it. It can be used for lots of cool stuff, eg. http://www.effectgames.com/demos/canvascycle/
This is great! It demonstrates a genuinely a better understanding of the non-linear structure of Metroidvanias than a lot of games that claim that genre and sell well. The map construction is great even besides that.
If this had sound it would be incredible. As a minor aside, if you want to put audio feedback in games but don't have time to make the sounds, an indie dev created a little program that randomly writes sound effects for just that purpose. Look up "rsfx"
I kind of wish that after the boss you could do a new game +, since I apparently missed one of the charms.
heyo im a hollow knight speedrunner and not going to lie this game was a very fun route to tackle plus the final fight was super challenging with just one nail upgrade. Heres how I did!
Nice game! For me, the game was hardest near the beginning when the character was weak and I was still getting used to the controls. The mechanics felt somewhat clunky, but I kind of got used to it after a while. The graphics and setting added zest to the experience, and I liked by how the map design l a sense of exploration even within the game's small scale. The overall game length felt good for playing in a single sitting, which a satisfying level of challenge. Having a gauntlet of regular enemies as the final boss battle was kind of disappointing, but I guess that's because this was made in a limited amount of time for a game jam.
I never played the original game this is based on so I don't whether it successfully captured the spirit of the original, but I think this game stands on its own as a nice bite-sized action-platformer.
This games controls are SOOOO weird! It seems like I land a move, but it never actually lands. Plus, The fly enemies are WAY to annoying. Sometimes, there's a delay when I want to attack! The move sometimes NEVER lands. Hopefully, the controls can be updated (along with other quality-of-life improvements) in a future update. Oh, I forgot to mention that you did a good job with this game.
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My one complaint is that if you try to heal with not enough soul, it uses the soul but doesn't heal you at all. Otherwise great game
are you supposed to be able to wall jump on a screen transition?
This is such a great game and so good as a demake. The animations especially blew me away. I was wondering how you did the sword swipe animations. In the sprite sheet they are multi-coloured, which makes me think you used code to set those pixels at various times to the specific white/grey in action? Do you mind explaining a bit of how you made those visuals, however you did? @Jakub Wasilewski
Sure. It's a palette-based effect. Each frame, before the swipe is drawn, a continuous band of colors is set to various shades of gray, while all others are set to transparent. Each frame, the "band" in the colors moves one step forward, giving the impression of an animated swipe.
The item "glow" animation uses the same approach for a different effect (at sprite #41).
Wow, very interesting! If I am able to figure it out and implement it, would you mind me using this method with credits to you?
Feel free! No need for credit - palette cycling is an old, old technique with a lot of history behind it. It can be used for lots of cool stuff, eg. http://www.effectgames.com/demos/canvascycle/
In any case, have fun!
Alright, I appreciate you explaining and pointing me in the right direction (:
it is to hard, the flying enemies are annoying and moving forwards when using the nail isn't intuitive at all.
This is great! It demonstrates a genuinely a better understanding of the non-linear structure of Metroidvanias than a lot of games that claim that genre and sell well. The map construction is great even besides that.
If this had sound it would be incredible. As a minor aside, if you want to put audio feedback in games but don't have time to make the sounds, an indie dev created a little program that randomly writes sound effects for just that purpose. Look up "rsfx"
I kind of wish that after the boss you could do a new game +, since I apparently missed one of the charms.
heyo im a hollow knight speedrunner and not going to lie this game was a very fun route to tackle plus the final fight was super challenging with just one nail upgrade. Heres how I did!
Super cool! 1:51 is much lower than I'd expect, love the high jump glitch (even though it means there's a bug somewhere :)).
me and a runner named Onion have pushed it down to 1:20
nice game man
Nice game! For me, the game was hardest near the beginning when the character was weak and I was still getting used to the controls. The mechanics felt somewhat clunky, but I kind of got used to it after a while. The graphics and setting added zest to the experience, and I liked by how the map design l a sense of exploration even within the game's small scale. The overall game length felt good for playing in a single sitting, which a satisfying level of challenge. Having a gauntlet of regular enemies as the final boss battle was kind of disappointing, but I guess that's because this was made in a limited amount of time for a game jam.
I never played the original game this is based on so I don't whether it successfully captured the spirit of the original, but I think this game stands on its own as a nice bite-sized action-platformer.
went past the area where it said "claim your destiny" then it sent me to the main menu, i clicked z and now im at the start and cant move
Yeah that's the end of the game
Nice game! The visuals are very nice to me
Controls are really weird to me. Speed is too fast and it's hard to get to hitboxes
Anyways, good job
Cool demake.
it's a good game but it would be better if you put playable controls
idk if it's intentional, but if you slash upwards right after you jump, you go three times as far!
anyways it's a great game :D
and i may or may not have exploited it into oblivon
you dont need anything other than nail to beat the game if you use this
cool demake, the visuals are great.
The game doesn't appear to start for me
anyone know if its possible to save progress?
up at a bench
doesn't seem to work for me
did you download it?
only in original hollow knight
nah it works in this one too.
This games controls are SOOOO weird! It seems like I land a move, but it never actually lands. Plus, The fly enemies are WAY to annoying. Sometimes, there's a delay when I want to attack! The move sometimes NEVER lands. Hopefully, the controls can be updated (along with other quality-of-life improvements) in a future update. Oh, I forgot to mention that you did a good job with this game.
controls: its pico-8 wdym theyre weird.
attack delay: that bc you have a bad computer.
the move not landing: the actual white part of the slash is the attack.
flying enemies: jump then attack.