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The map design here is really good, I loved getting lost in this world you created and seeing what I can find. I appreciate that some abilities can be found in different orders, I think that kind of non-linearity is the soul of a good metroidvania. The various challenges are fun too, the wind room was one of my favorites, even if it's a little too hard for something so early on. I would've loved for there to be a similarly difficult challenge towards the end that requires the use of the various abilities together. 

I like the spirit arrow ability, but it felt a little off to use sometimes. I think it could stand to go a little further than it does before disappearing. Also this is pretty inconsequential but I think it'd be cool if your momentum was kept after teleporting, then you could chain a jump into it for some cool movement tech. 

The combat, compared to the platforming, left a little to be desired. The dash being your only attack for most of the game is fine for when there are just stray enemies out and about during platforming sections, but the combat encounters that locked you in were not as interesting to get through. And them retriggering whenever you backtrack through them was a little annoying. 

This was really fun though, the controls felt nice, and the final ability being so busted was a neat reward that made backtracking for secrets a breeze. Awesome job making this! 

An optional challenge requiring the use of all upgrades at once would indeed make for some nice endgame optional content. Thank you for the suggestion, I will definitely think about that for the post-jam update :)

For the Teleport Arrows, they used to preserve your momentum but it also meant you often reached the downward terminal velocity right after warping, which doesn't give you a lot of time to react. That's why I reset your velocity after the swap. Maybe I could try preserving the horizontal and upward velocities and see if it's better...

Thank you for playing and for your feedback, I'm glad you enjoyed it!