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(2 edits)

Dude you said this was a short game?? this thing is massive!!!


The map design was very top notch, it actually gave me one of the most actual metroidvania feelings I've had on this jam (I think I slept over the other paradise games, I should check them out someday since I don't remember playing them, but if that's your usual level design philosophy then you really mastered it by now). I also really like the lore tablets spread around, it made me very intrigued the whole way throught x)

Also the artstyle is so cutie cutie heehee, love my little astronaut guy. I also love how you added flavor text to every upgrade and collectible, that's the kind of minor detail that makes me know that you cared about this world and the little lore you made for it.

Gameplay flowed pretty well too. I don't have a gamepad so it took a little adjustment to get used to using the keyboard  ASZX scheme properly, but thankfully you knew what you were doing and mapped the most important buttons to be one besides the other lol


My only main complaint about the whole game are the kamikaze cucumbers, HOLY GOD what a nuisance on the foot xD

They seemed ok at first since you can just keep walking and they won't hit you, but when they're on a room with more enemies they feel impossible to avoid, and sometimes when they're on the top of the screen they hide behind the HUD and ambush you from there, and I'm like, 95% sure some of those guys bombed on me from off-screen even. But oh well, I had a lot of HP so it didn't actually matter much, but it was still mildly annoying x)

(+1)

Oh it's definitely smaller and shorter than my previous entries, Silent Paradise and Lost Paradise. The world is about half as big and there's a lot less going on in term of enemies and abilities. I was a bit scared the total lack of bosses would be a problem, but thankfully it seems like it isn't.

The goal for the "Skree"-like enemies was to force you to dash to avoid them, which is supposed to introduce a wrinkle in your plans. Like you're approaching a different enemy and suddenly you have to dash away to avoid one. Like most enemies, I don't think they were finely tuned enough to really work. That's definitely something I could improve later.

Thank you for playing and for your feedback ;)