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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!