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Really ambitious game. Love the story and it was nice to see some cutscenes. The game interface felt more like a professional game than most. I liked that I could minimize the game and move it to another window.  I was really impressed that you got the download down to 22mb, and the web version loaded really fast.

I played this game in the first few days of the voting and it frustrated me so much, and there were so many glowing comments, I decided to come back and try it again. It was better the second time. My biggest complaint the first time turned out to be due to level design. I got the sword, ended up outside, ran for a really long time, and then ended up in the cavern where the spider boss was and couldn't figure out what to do next. I felt lost and kinda gave up. I had no idea that there was a double-jump down there I'd missed.

So round two, I found the double-jump first, but then died getting back to the save point. Knowing the sword was to the west, I found it - came back and got the double jump. I then exited the cave and found the boss spider. I could not beat it. I kept trying, then went looking for another powerup because I felt I was missing something. Never found it and went back to fight the spider again. After a dozen tries, I gave up. I felt I was being punished by RNGesus. Even when I had the pattern down, the spider could trap me in a corner and sit on me. Sometimes the little spiders didn't come fast enough. Sometimes they came too fast. Often, I'd kill every one but the one holding the health, and then there'd be an unavoidable last hit right before I was back up to full health. It would have been nice if each one dropped one health square, or more than one dropped two or something. As it was, the boss battle felt like luck - not skill. I finally gave up.

The controller worked well with the buttons, but the left stick on the controller did not work correctly. Most of the time I could not move or jump left. My controller has a bit of drift, and so it's often pulling to the right a bit. My guess is that you had an if/else that moved right if you got a right button, otherwise left if you got a left button. A normalized Vector2 input would have likely solved this problem as me pushing to the left would have overcome the slight drift when adding the right and left inputs. Again, just a guess. Bummer the credits button didn't work, but minor.

The music was kinda underwhelming, but the cave itself with its echo was very atmospheric so well-done there. A couple of times the sword animation got stuck and I couldn't hit anything. It cleared up though.

I tried to google RavDot and was not able to find it. I'm assuming this was your own custom version of Godot 4.5, one of the dev releases? I was interested in learning more.

Overall it did have the structure of a Metroidvania, so well done there.