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NEW DEMO HERE


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This is the second demo of Gwyn. Please don't mind any bugs you may encounter, and report them to me please!

Feel free to let me know of any criticisms/comments/suggestions/hate/love that you may have.

You can play the first demo here.


Gwyn is an Action Adventure game inspired by Ocarina Of Time, Cave Story, Momodora, Metroid, and lots of other games.

You play as Gwyn, a young girl who lives in a small simple happy village. Within this village lives an old man who claims he use to be some sort of archeologist and studies the ancient civilization. Everyone is aware of the unusualness of the this civilization and the dangerous creatures they created, so they all agreed to just stay away from it and the temples. Gwyn is aware of this but she is fascinated by the ancient civilization and sometimes likes to hang around an area near the village where there are some ruins. The old man is aware of her fascination and asks her to help him with his studies.


More information

Published1 year ago
StatusIn development
PlatformsWindows
Rating
(1)
AuthorMichael van Diest
GenreAdventure
TagsAction-Adventure, Atmospheric, Metroidvania
Player countSingleplayer

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Click download now to get access to the following files:

Gwyn_demo_2.exe 6 MB

Comments

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(Edited 1 time) (+1)

Bugs I've encountered:

  1. Saving and quitting after getting the key but before opening the chest still locks you out of the chest when you reload. You're flagged as having completed the story flag and can't get the key again.
  2. After using a save point, Gwyn will play the sitting animation any time a dialog window pops up.
  3. It's still possible to leave the lady's house after grabbing the health power-up without fighting the boss. Possibly intended solely because you can get in before you have the dagger to fight with.
  4. Knockback and control lock behaves really oddly on death. You'll still be control locked when you respawn, and after a couple seconds, you'll get knocked back.
  5. Getting the health power-up and dying while fighting the boss despawns all the enemies in the house and still sends you to the door, making it easier to just self-destruct and leave. The new respawn system is more forgiving, but this might be a little too forgiving.
  6. Dying in a location with more than one exit respawns you exactly where you died. That's definitely too forgiving. :P
  7. Sounds like movement is still handled while the Gwyn window doesn't have focus. I can hear footsteps while I edit my comment.
  8. When PLACEHOLDER_BLOCK_OBJECT is picked up while it's next to another object, it will get 'stuck' on the object until you move away enough for it to be 'lifted,' and cannot be thrown in this state.
  9. Attempting to return to the room before the temple places you in the wall of the switch room, rather than at either entrance.
  10. Moss on the temple still Z-sorts in front of Gwyn when jumping through it.
  11. Starting a new game doesn't wipe the existing save until after you've saved - probably not a huge issue, but I hit Load while fiddling about in a new game and ended up in my old save file.
  12. Going back to the first cave room from the second cave room drops you below where the campfire is in the first room.
  13. In the town, I seem to get random bouts of the tiles 'tearing' and having minuscule gaps between them momentarily. Couldn't really reproduce this in a single reliable way, but travelling around the town for a few minutes usually got it to happen at least a couple times.
  14. As Rokas mentions, there's a game-breaker if you save before opening the chest to get your dagger. It'll just keep playing whatever animation you were playing before opening the chest and never progresses - maybe related to the problem with sitting on every dialog screen?

Bugs that I reported that appear fixed:

  1. You can no longer drop through platforms during dialog.
  2. The weirdness of room loading when traveling to the temple seems to have gone away - Would love to hear the details of what was causing that if you figured it out!
  3. You can now jump while standing in front of PLACEHOLDER_BLOCK_OBJECT.
  4. PLACEHOLDER_BLOCK_OBJECT no longer does weird hovering tricks when thrown at stairs.

Random feedback:

  • Overall, the controls feel pretty good. Movement has just the right amount of inertia. Jumping feels about right, though it gives you little wiggle room for some jumps.
  • Might have mentioned this on the previous demo, but can't remember. Having to throw blocks to put them on switches feels a little awkward. Unless we're going to have to drop through platforms with blocks (Which, given that we can't jump while carrying one, I'm guessing not), it would be nice if you could press down to set the block down in front of you.
  • Being a filthy cheater, I got to play around with the bow a little. Using it to climb walls is really fun. The animation for the arrow hitting a stone block is a little cartoony but works with the style.
  • I like that the dog follows you around the town.
(Edited 1 time)

Hey, I couldn't manage to crash it this time, so good job on that.

The main annoyance I've found is that "Interact" and "Advance dialogue" actions are bound to different buttons - it would feel smoother to just press "Up" repeatedly to do it rather than "Up" -> "S" + "S" + ...

More minor thing: running past a door and interacting with it does not stop the running, so when you actually fade out of the screen you're in, you're 5 meters away from the door and then on the next screen you are back next to it.

And a gamebreaker - when you get the key and go back to the chest it opens and nothing happens - you just stand there with the music playing unable to move.

Update - restarted the game, worked fine this time, this time I ran straight to the old guy and back without interacting with everything like before which could possibly be the cause.