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(+1)

One of my favourite so far! This is really well made! The ragdoll physics after getting hit is hilarious, I don't think I've seen anything like it in a game like this. The game also looks insane, and the commitment to pixel-perfect visuals didn't go unnoticed (I really hope you used a shader for that, since some of those animations must have been nightmarish otherwise).

It was definitely a bit on the harder side though, it's already been mentioned, but some extra i-frames would be great. Also I feel like the batteries should either have fixed spawn locations, or choose from a list of spawn locations, since the fully random system was a bit unfair at times (there were batteries that spawned in walls and enemies).

And while the game's visuals were stellar overall, the first few areas were a bit bland. Still competently made, definitely not bad by any stretch of the imagination, but the game only really started to pop in the last few areas, and I'm a bit worried that a good chunk of people will quit due to the difficulty before seeing that.

(+1)

Thank you so much! Fixed spawn locations is definitely a good idea. I'd be interested to see the scenarios when it spawned it the wall, I had written some code to prevent that but it's still technically possible on some levels just extremely rare.

The pixel-perfect visuals were done by having a low output resolution (640x360) and then setting the texture filter to "nearest" at the root of the scene. That way, when a sprite doesn't perfectly line up with a pixel, it chooses the nearest full color to the center of the pixel instead of interpolating between them based on distance to the center.

It's true the first two areas are bland, perhaps some bad art direction on my part as I wanted the later areas to be a surprise.