Your sound and art work is great. Very responsive controls. The double-jump is a bit finicky, however, as I'm still not sure whether it only activates when the player is overlapping a wooden beam, or if it also activates in mid-air. It would be nice if key bindings were accessible in-game (and not just from the main menu). Curious how the drop system is implemented - for tougher enemies there should at least be some sort of drop (i.e. I felt cheated getting nothing after defeating a big red dude in one run; while being richer by simply killing a few bats in another run). Looking forward to more updates.
A good improvement over last time. I'm still not a big fan of the keyboard controls, and the only thing my controller was able to do was skip dialogue, but the game plays fine with them. It might just be the random nature of the game, but I saw a lot more content this time around, including the first boss (he's really easy to exploit) and most importantly, the Sellitons!
I wasn't able to recreate the room generation weirdness from last time, and I didn't find any bugs, besides easily exploited enemy patterns. Keep up the good work.
The game is really nice looking, the atmosphere is incredible. I tried to play for a bit but mostly kept getting brickwalled by those giant red jerks.
The game seems really cool; I do think restarting should be a bit faster. Game over is long and seemingly unskippable, and replaying the opening room is less than fun.
The game is exciting, though! I really want to see how it looks when it's done.
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