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(+1)

loved the mechanics for each character, from the second one onwards was really interesting

for Fauna's mechanics both more feedback (a glow when the object you're aiming is grappable or sorts) and more area for the grapple maybe, most of the time was spent trying to figure out when i could grapple to the brambles and when i could not. 

in the other hand, the map design and the bramble spots felt nice in general, both to move around and to speed around

the second's character ability was kind of chaotic in terms of how it scales (the skyscraper level for example can be traversed almost in its entirety just with it) but it was funny to use around lmao. also it was kind of weird on multiple air dashes that the direction will still be your starting direction even if you're aiming somewhere else with the model and the camera after the first dash. some way of controlling the speed might make it more viable to go around without getting thrown off the entire map

i loved the last ability though, it was a really cool idea, weird to get stuck at certain spots which required resets but overall it was a neat idea

the fights themselves were fine, nothing i can think of at the moment though. was a fun game, cool ideas

(+1)

funny clip from the last level 

>.< I love the video. Didn't even think to try that. Yeah, each ability does need some more kinks ironed out. Was tempted to leave off cooldowns and required targets. In testing that was wild. Grappling anything and drifting around maps. Definitely be useful to be able to change direction and control for dash.