We have scanned the file and URLs associated with this software program in more than 50 of the world's leading antivirus services; no possible threat has been detected.
Based on our scan system, we have determined that these flags are possibly false positives. It means a benign program is wrongfully flagged as malicious due to an overly broad detection signature or algorithm used in an antivirus program. What do you think about Super Skelemania? Do you recommend it?
Super Skelemania for Windows. Download 8 MB. Game Soundtrack. Green Zone. Read the readme. Development Stage. Published On. Ben Allen Benallen. Super Skeleman Turns 2! The designers have achieved a lot with simple pixel artwork techniques, and each map feels unique in its own way.
In addition, you can easily enjoy the game on full-HD resolutions without hurting your eyes in the process. Super Skelemania Demo. Explore trap-ridden levels and defeat interesting enemies in this fast-paced action-platformer. Still worth it. Will we get a Steam key if we bought the early access version? I just like to have my games in one place. I'm planning to play this soon! If you decided against this, can you personally message me one too?
I'd be happy to buy it a second time if necessary but would prefer a key if at all possible. I think I'll just give steam keys after all, shouldn't be any harm. Might take a day or so to get set up though, so bear with me. I get asked to pay 9,99 or more even though I bought the early access version.
Got to download the current. However this actually only brings me to the steam page of Super Skelemania where I still would have to buy the game for 9,99 Someone just told me about it. I messed something up, working on it now. Like: the full version, not the alpha version, with all the intended content and stuff? That sounds great! Please post the controls.
It is confusing, though i realize there is no instruction on how to jump, roll, or really navigate the levels well. Thanks in advance. Sorry about that! I removed all of the old clutter from the page in preparation for the release and have been neglecting the demo. In-game controls will be available in the full version when it releases. I will try to update the demo for that as well. Cool game so far. Even though some part are just really hard. And especially the fact that there are only checkpoints and no real save files is gettting annoying over time Meaning you have to restart the whole game after closing and reopening it.
Sorry about the lack of saving and loading, it'll be there eventually we just haven't gotten to it quite yet.
This past update I was mostly focusing on making the game flow as good as possible, but I'll definitely focus on balancing the difficulty a bit more for the next update. Thanks for playing though! We've been updating the game about every month, so hopefully this time next month all of the problems you had will be solved. I'll take the part about it being hard back!
Please don't change the difficulty, it's fine as it is. I was just too dumb, both not realizing the existence of certain checkpoints literally just walked past them by accident and didn't figure out how to beat certain enemies before.
At least not a obvious solution. Maybe I'll figure out a good way to figth them eventually. So the only thing I don't like are the savepoints that are currently not there. But honestly it doesn't matter since in my last run I played it for a longer time and reached some of the ends of the alpha, the not working door and other things that indicate that stuff beyond there hasn't build yet.
So currently I don't need savegames since I have seen mostly everything in the alpha, including beating the first boss. But I have to say, i already love the game!
Looking forward once even more stuff is unlocked! Thanks for the follow up post! That being said, you're not the only person who's said something about the difficulty, so I will still be altering some things. I don't want this to be a hard game. It'll have challenge, but I don't want the game to be frustrating like so many other indie platformers are. Wasps, bats, and excessive enemy placements represent the frustrating difficulty that I want to alter, while spear ghosts, moles, and the first boss represent the good kind of difficulty that I'm shooting for.
I don't have a problem with challenging. For example there was one room where you had 2 moles and a bat close to each other. First try I tried bruteforcing my way through but didn't make it at all. But once I realized the pattern of these enemies and how they can be defeated, it was merely a matter of timing when to jump under the bat, so that the bat can't hit you anymore.
From there defeating them was easy. Noever had any problems anmore with that segment. But as you also mentioned, the bees or whatever they are are just a bit too random. Sometimes they fly around randomly at the other side of the room but when you think it's safe and walk directly below them, they seem to directly aim for you.
The ghosts are okay, even though it's kind of hard when you are climbing down an area with a ghost in it. Cause then the ghost will emerge from the ground and there's no way to defeat him beforehand.
So you have to lure him above ground to actually be able to hit him. But anyways, mostly savefiles and some way to know that acheckpoint is close would be great. I am just the lucky kind of guy who, when given a crossroad will definitely always choose to explore the way that isn't a checkpoint.
While the checkpoint was literally 1 room away :-D. There isn't a forum because itch doesn't let you have a comments section and a forum, and I think a comments section is more fitting for now.
We do have a discord channel though! I never got around to adding it to the game's description on itch but it should be there now.
If you don't have discord or don't want to join but still have questions, feel free to email me at benallen at gmail dot com. Awesome work so far, as a big fan of Skelemania it was quite jarring to see this entire new style, but I actually think it works quite well.
Please add a secret room with the original textures as an easter egg in the final game! I have considered adding an easter egg with the original sprites, and might do it. We'll see Enemy respawning isn't perfect yet, still working on perfecting that.
The abilities in the demo will not be there in the final game, but will be spread out across the different locations. The only ability that'll stay where it is now is dive. We haven't programmed death yet to make it easier for testing, might be one of the last things we do actually. Alright, sweet! Definitely keep up the good work, can't wait to play it when it get's released. This game is pretty good so far, but as a HUGE fan of the first two, I wish the mechanics were the same.
I understand the increased difficulty with the new dive but the complete control that you felt over the character in the old games was what made them so fun. The first two games I can honestly say have some of the most fun and addicting platforming mechanics of any game I've ever played, and I think you should stick with those. Don't fix what isn't broken.
I would also really love it if you brought back the pause menu. The map and achievements were super helpful in knowing where to go next and whether or not I'd completed everything.
Keep up the good work, I love the look of this game so far but am just hoping for a few tweaks to the mechanics to make the game feel just as natural as the original 2 games. Thanks for making these for us lol. Well good news: I changed it back! I don't plan on updating the demo any time soon, but the most recent versions of the game have dive working the way it worked in the previous games.
0コメント