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Wow! Made it to the end, missed one heart. Not sure what the empty vessels are about. The only very minor things of note where:

  • Full screen on my ultra wide cut off the top/bottom so I just had to play in the window…
  • Which I think mean that the zoomed out views could make collision surfaces shimmer since they took up so few pixels.
  • This also meant the controller icons were a little hard to see but it was easy enough to figure out.
  • The collision box/or jump animation felt a little off. The only time it was a problem was the precision jumping between spikes, I felt like I really had to under-jump.

I was a little concerned with the spike boss but it only had to go down half way, not all the way so not an issue. Good checkpoint placement, I didn’t feel like I wasted time redoing sections after dying.

The level design, art, music, everything was so nice! All the movement felt good, nothing felt janky. With slight exception of the precision spikes, everything felt fair, deaths were my fault. I should have gone to bed but instead I had to play to the end, well done, would love to see more!

Hey pdil, thank you for the detailed feedback! Seems like it is very important for testing purposes for me to purchase an ultrawide, noted (lol). In all seriousness, thank you for reporting, it’s a great thing to add to future testing checklists. 

As for the vessels, they can alter the outcome of the game if you find one before obtaining each ability. Just gonna leave that there. :)

Totally hear you on the precision jumps and spikes, thanks for the notes. Despite that and the resolution issues, we’re stoked to hear you made it to the end and generally had a good time. Thanks for playing!