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A jam entry

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Avoid drones and locate keys
Submitted by CytoShift with 2 days, 4 hours before the deadline

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This is really fantastic. I had fun playing. The game looks great and all the visual polish really comes together. Feels great to hit stuff.  Few thoughts

  • Really wish I could use my controller. That alone would make the game twice as fun.
  • Got a lot of drops, but didn't really know what any of them did. Some more messaging around that might help
  • Except the gun. Was wishing that ammo was a bit more plentiful. I'm still a noob at the game, but it felt great to get a gun. But then I would run out of ammo almost immediately. A really weak/short range default gun might work, with infinite ammo. 
  • Tutorial felt a bit incoherent. I was usually just running past all the control indicators without being forced to learn the move. 
  • Again, the look of the game is really great. You better take this project to the finish line.

The movement mechanics and feel are very good, but I think they could be tightened up and improved in a few areas.

  • The wall jump mechanics feel too easy. That is, you can just be as dumb as possible and still get the best result. Adding in some finesse to the process would really elevate the mechanic. I think cribbing from Mega Man X would be very appropriate here. Players tend to want to climb straight up a wall. In MMX it is natural and feels good to do so. Here, it works and you can do it, but it doesn't feel good, it feels like you fucked up. In MMX, you can dash away from the wall if you time your jump with the dash button. It feels great to master this and get those big huge jumps. Here, you automatically do the biggest jump when jumping off a wall.
  • Acceleration feels a bit too slow and uneven, max speed too high, and I think you slide a bit too much when stopping.
  • Moving fast does feel good though, and I'm getting into a really nice flow state. Have you considered a "vaulting" mechanic, where jumping right after grabbing a ledge will restore your X velocity? That could help things feel more smooth and preserve that flow state.

Anyway, overall this project has massive potential. Keep it up.

Pitfall Harry Abuses Animals seems a lot less jank and a lot better flowing since last time I played it (dd12 or so?), but other than some Tonami bumper tier breakbeat music for the tutorial and the removal of the dos prompt (rip) there doesn't seem to be a whole lot of new content. That's kind of a bummer too, because with the controls set up as they are some actualy designed levels with good flow would be a lot of fun instead of tight procgen corridors.


Thanks for playing dude! DOS prompt is bound to ~ nowadays, just like in my favorite engine. But yeah most of what we've been focusing on is getting everything feeling simple and smooth, glad ya liked that at least. A few different people have mentioned dropping the procgen meme. Ideally we'd have procgen that makes good flowy levels with interesting shit going on, each being fresh and different enough, but we'll see!

Fell far enough to take fall damage (from one of the highest platforms down to ground level) and ended up lodged on top of the ground inside some blocks.  Would've screencapped it but the game doesn't play nice with printscreen for whatever reason.  Also, I really don't find the keybind of "down + attack" to be an intuitive input for the slide or divekick.  I'd prefer "down + jump", but maybe I've played too many Igavanias.  I like the movement's preservation of momentum and feel like there's a high skill ceiling present for those who can master it.


Thanks for pointing out that bug, it's a new one to us. and I don't see why we couldn't add an option for alternate slidekick and divekick controls.

A great experience, with a tiny exception of movement, every time you land, you're sliding and every time you swing you're sliding, and it's constantly feeling like you're sliding.

Hitting things is extremely satisfying, and the aesthetics are nice. Honestly, i liked it a lot, even with the skatey movement.

Hope you'll do some hand-crafted levels or something, those are always better.

Trying to open "database" in the menu straight up crashed me


Thanks for the feedback, I'm glad you enjoyed it. For next demo say, we plan on refining the feel of platforming. Others have said that it feels slippery too.