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(2 edits) (+1)

That's so adorable awawawaw

Everything here is just so cutie cutie, even the walking sound effect is lovely, and I really like all the little animations like dying and the fact the air moves are all just some sick flips x3

The enemies are also so huggable, I want one of those bug guys as a plushie, they're just some silly little goobers. The way every enemy actually reacts to your presence and there's exclamation points and everything is also something I just love, I always find those kinds of enemies the absolute best ones, because you know, they feel like they're alive, as they should be!

Artstyle and music are really top notch, there's really nothing to complain here, just to enjoy.

Gameplay was also super smooth, all the mechanics flow really well, and I specially love the picaxe since it's quite unique and creative. I also love how you implemented pogoing, usually this kind of game lets you just spam downslashes for free, but here there's a timing to master if you wanna stay on top of enemies, and that was a very appreciated change of pace.

I also always appreciate some little lore, I'm always curious to see what flavor text the next item is gonna get, even tho admiteddly this game doesn't really go deeper than just the "stock metroidvania lost civilization" stuff, but hey, it's better than nothing!


And now, I must fulfill my role as this jam's official number one spacebar hater: WWWWHYYYY???  TwT

W is like, sooo freeeee!! Sure, it interacted with stuff, but c'mon! Interacting is such a situational input to be wasted on such a good key!! I actually had so much difficult adjusting to all three JKL inputs because I had  to keep my thumb on this damm bar and I kept messing up because I had to focus on my thumb instead of the actual inputs I needed. Yeeesss, I know, I know, it's just personal preference, and it doesn't actually affect the game in any meaningfull way... But still, just coding the jump to happen on both buttons is like, a single line of code thing, there's really no reason to limit a 2D game to spacebar jumping unless you have a REALLY good excuse to. (And if phasing down throught platforms is an issue with W, I always prefered them being phased by double tapping S instead as well)


Anyway, rant over, aewsome game x3

(+1)

I appreciate the detailed feedback! I'm honored by your feedback. 

I had a laugh with your space bar rant because I actually don't like it either lol. However, in my playtesting and with my previous experience releasing keyboard-controlled games on itch it seems to be what most players expect and I have adapted to it with time. I think the real solution is not to force one control scheme and let the player pick, but I didn't have time for that sort of refinement this go around. 

Thank you again for the feedback!