Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

I've made some small tweaks and fixed the bug—Wall Grab is now properly unlocked at the third terminal! Everything should be working as intended now. It’s still a short slice of content, but I think it's a fun little experience to try out. Let me know what you think!

(1 edit) (+1)

Definitely fun :)  Maybe an option to turn off the blur that character leaves behind would be a nice option.

The wall grab feels very smooth and I like that you can shoot while on the wall. Shooting from ladders would also be nice.

Also the knockback/stun can be a little brutal, depending on what enemies are around.

Thanks so much for playing and leaving a comment! It really means a lot! Glad you’re enjoying the wall grab. Shooting from ladders is a great call, I’ll add that to the list.

About the blur, what if there was an option to turn it on or off , but if it's on, it only shows up when you have something like a speed buff?

I hear you on the knockback. I’m thinking of tweaking the invincibility time after getting hit so you’ve got a bit more time to get out of danger. Think that’d help?

I love the style of the blur, it just got distracting. Having it on and only displaying when there was a relevant power up in use makes a whole lot of sense and would communicate to the player that a particular power up was active. With that implemented, I am not even sure it would need to be an option

Maybe for people that were a little sensitive to motion blur it would be a pleasant quality of life addition to turn it off completely.

Absolutely on the additional invincibility time. There would be a few times during the platforming at the end of the demo I would fall and land on a platform and have a laser hopper and a flying bot tag team me and I just couldn't do much.

I really enjoy and appreciate the pixel art.  Wall climbing can be one of the quirkiest mechanics to implement and make players rage quit but you have executed the mechanic perfectly with zero frustration. 


Super high quality. 

Wow, thank you so much, that really means a lot to hear!

I’m really glad the wall climbing felt smooth and frustration free. That’s one of those mechanics that took a lot of iteration, so your comment genuinely made my day. And you’re totally right about the blur, using it as a power up indicator instead of a constant effect is exactly the direction I’ll go. I’ll also look into adding an accessibility toggle for those who are sensitive to visual effects.

The feedback about knockback and invincibility is spot on too. I’ve already started tweaking the invincibility duration so you get a bit more breathing room, especially in hectic sections like the one you described.

Thanks again for taking the time to play, test, and write such thoughtful feedback. Comments like this really help shape the game in the best way possible. Hope you’ll check back in when the next update is live!