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(+1)

I played the Windows version!
I probably enjoyed the platforming the most, the movements and mechanics are solid-- I'd change jump from "up" however. There were a few too many "gotcha!" sections that almost felt too tight for comfort, and the lack of checkpoints made it frustrating when I'd barely miss a wall jump and have to start over. Running from the enemies in the top-down sections was also a bit stressful without a way to fight back until the gun was available.

However, I think you've got a solid concept for a game here, I love the story, love the characters, and the exploration aspect can be lots of fun!

(+2)

Hello!  I know I've been saying this to everyone, but thank you for playing our game! I'm glad to hear that the platforming was to your liking, as it was the part that we were mainly working on the whole time poor tech.  In terms of the "gotcha" monuments, could you possibly tell me/us what you are referring to? I didn't feel the same way that you did when playing and testing the game. If you describe the area so that we can perhaps improve the level design, that would be wonderful!

(+1)

Of course! Always happy to elaborate (and I hope my words haven't come off rude, apologies if they have)

  • There was the first required wall-jump in the orange area, which had the single block over a pit that the player can hold on to for a bit under a second.  The timing is plenty to work with, but doesn't entirely feel fair for a first stage.
  • Soon after is the section with the floor springs directly under ceiling spikes-- this one got me because I'd fallen into it, moving too fast trying to avoid falling down a pit; if the springs were a different color from the floor I might've noticed it on the way down.
  • In the second area, I felt the starting wall-jump section seemed a bit tight, the spikes and grabbable-wall are quite close to each other. It's a really good obstacle! It just needs a little more grace present for the player to not have to perform without error.
  • A bit further in is the section that requires you to fall and time your movement to the right so you avoid spikes on the wall and the floor. Sections like this are cool too! Games like Mega Man and Shovel Knightdo little platform challenges similar to this all the time, but there's usually a bit more ground present to break the fall, or a secondary mechanic in play to ensure the player doesn't just have to be extremely precise (whether it's a double-jump, dash, potentially some kind of stage-mechanic).

Again, ultimately the platforming was enjoyable. I've done a number of platforming projects before in the past and I know they're no easy task, so you all should take pride in the extensive stages you've put forward; Tech's done a wonderful job.

(+2)

Understood. I'll make sure that we take note of this and speak with our artist/level designer! Lastly, once again, thank you for your feedback!.

(+1)

I greatly appreciate the feedback, a lot of things were left for refinement but time crunch. We are planning on going back in and refining things as well as addressing the control scheme. I can see us adding a few more levels to this over time and i have some ideas that I want to see if i can implement as this was my first godot project, and coming from a back end development background it was an adjustment accounting for things that have to move LOL ever since all my experience is data in data out. 

(+1)

You all definitely should! You've got a killer base put together, insane for a first jam and first godot project! It'd be really cool to see you guys come up with more!