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I like it! The jumping/movement seems pretty solid, but level damage placement (like the pistons) could be better placed in ways that you can avoid them with good timing. Right now, my timing has to be exact to get through them, so a slower cycle might be better too. There's phantom damage that's happening, so I think that's coming from both the flying little dudes and damage queuing after enemy deaths.  I like the ground-based enemies that go agro and fly to get you the most.

Yeah the phantom damage isn't supposed to be there. So the flying enemies have a DOT effect with this pulsating radar, you'll see it occasionally, but sometimes either the flipbook doesn't play, or the effect lasts past death. Something I had wanted to get fixed but enemy AI didn't get in until the day prior to the Jam ending due to family stuff. Still happy with how it turned out, and I appreciate your comments on it a lot. :) 

I might come back to this project and do a small game, and I agree the pistons were a bit OP and the timing should have been slowed down a bit.