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(+2)

I almost got softlocked at this part of the game. Small suika cant jump high enough for the gap and bigger suika gets stopped by the small rock protrusion at the top. Other side was also a little too high for mid suika to jump. Only got out from the otherside through trying to jank out of it with mid air size changing.

Game itself though, it's fun. I like the different ways you can attack enemies (though the stomping is fairly underused since ground stomping the ground enemies and shooting the fairies is easier). Bigger suika jumping higher is pretty novel since you'd think the opposite would be the case and that leads to some cool level design. But the level geometry I think could be simplified a bit and be less cramped, especially with how slow small suika is. There were many situations where a fairy shot at me and there was no way to avoid it (not a big deal since suika does have a bit of health). I think either bullet hitboxes or suika's could be reduced a little to allow easier dodging.

The boss at the end was a fun surprise. But the platforms in it are hard to see. I also wished dying let you immediately redo the fight rather than make you do the entire game again.

Thanks for playing and the detailed feedback!

That part was intentional, I tried to design a couple places where you needed to resize midair to get through, although maybe they weren't so intuitive. In that section, you should start as medium Suika, then jump up, and then immediately scale down. The momentum is kept by medium Suika's stronger jump, but only small Suika can fit through that hole

I find the stomping a fun little extra, especially for some sections with multiple grounded enemies and you can just bounce all over them before even touching ground, lol.

The level design I tried to follow an artist's rough sketch, and also tried to make the cave look more detailed and not too simple, so I hand-placed much of the curved angles, protrusions, cracks, etc. It definitely turned out more cramped than I thought though, I was thinking maybe about 30-50% size increase would've made for a less cramped experience.

The platforms are actually placeholder assets that our artists unfortunately didn't finish in time, so I just reused the drop-through platforms from Split Inchling (our previous game) LMAO

Although, I definitely made the game restart just the last level you were in, including the boss fight. Sounds like a possible bug.

losing gave me a game over screen that didn't seem to end and i tried pressing all the game's buttons but nothing restarted the level, so I assumed that meant i had to restart the game. 

Definitely a bug then. Did you remember if you did anything special before that? In development, that happened if I only playtest one level separately, so maybe it could be a problem when you resume the game in the web version, for example?