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(2 edits) (+4)

Right now the game certainly looks better than it plays, stiff is one word I would use. The style and everything is there but the character movement feels very heavy, like Yoki is magnetically attached to the ground or chained to a weight at the leg. Detection for interaction, namely climbing ladders and wall sticks/jumps, also don't feel super fluid or simple. There's a sweet spot for the ladders and the jumps, and not in the "oh clearly I messed up here" way but in the "if you are one pixel off you will fail the entire wall climb/be incapable of interacting with the ladder" way. Similarly, animations right now are very slow and easily punished by enemies who can outrun the player and easily tear them apart which makes the slow/inaccurate detections that much more obvious. There is a LOT of potential and what's here is good, but a platformer like this doesn't do well to have almost souls-like weight and animation lengths when it wants you to do Metroid movement and wall mechanics. I'm excited to see what comes of the game, gonna keep an eye on it.

Yes, there is more graphics than gameplay in the game right now, as we are following the roadmap. Right now we are working on the level building logic and interface. Also, the first phase of development includes improvements to minor animations and combat - that's also very soon. After we finish doing the foundation of the game, we will start expanding the gameplay time, namely creating new levels. 

Thanks for the feedback! We're trying to hurry up and add as many improvements as we can, but it still takes time to do it all.