Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Some of the controls are a bit unintuitive and I think that hinders the game a little bit; I was stuck for a while before I realized pressing E mid-air on the square triggers would swap between red/blue, for example. And it took a long time before I realized that the springboard enemies only jump when you do. I think that is a great mechanic, but I spent quite a while thinking they behaved randomly and getting a little frustrated, haha.

There were also quite a few bugs, including a game-breaking one that prevented me beating the first level. Some of them were mild (like the camera not following the player off-screen sometimes, and requiring the player to backtrack and then leave the zone again for camera to follow). But at one point, I had a bug where any time the player was on the ground, the springboard enemies would totally despawn. And upon jumping, the enemies would briefly spawn again, but then they were unusable since they'd despawn immediately upon landing. I assume it was a bug, I dunno, maybe it was just a puzzle I didn't understand.

It seems like there is a lot of levels (though I couldn't beat the first one, so idk). I think if the scope had been lowered (say, 1 or 2 levels) and that excess time spent on polishing or bugfixing, this game would have some really good potential.

The music stands out as probably the best part of the game, great job to your composer. And great job on the UI/UX, the pause menu and various options and such were better than a lot of games in this jam - kudos to whomever implemented those systems. (Also I got to listen to the other songs despite not making it to those levels, that was really nice)

The game breaking bug you are talking about is not a bug. You're actually just activating the respawn of the ennemies that avoid you being stuck. I was also a bit confused at first when I played the level, but it is just a safety to avoid you softlocking yourself on the section with a strangely placed respawn detection spot.

Initially it was thought to have 4 levels. But due to an internet shortage on my end happening halfway through the project, I was unable to work properly on my part. Which slowed everything down. The extra time was spent on actually making a level. The game was supposed to be rather different.

Well, you can thank merrilee for the music (and also sfx). I am the one who drew the UI for the pause menu (and set the darkenig effect on the qui & close buttons upon clicking on them), the modular settings were added by eshevek who worked on the code and had to build the level.

Oh gotcha, that makes sense - my bad haha. I'm sorry I didn't finish the level, I might have to give it another go. I had just run into another bug where the camera didn't follow me properly to the next area, so I was too quick to think "oh, it's a bug"; oops. 

 Sorry about your internet, that sounds frustrating for you & the team. But you shipped a game at the end of it all, and that is really cool! It's a really neat little game with some good potential.

That's fine. But the camera part does is a bug, if you're idle during the camera movement it should be avoided, but whenever it happens you can just run and jump to the left until you reach the spot where the camera got stuck at and it'll go back to normal (I think I told the dev about it, I have no clue why this happens though). It's the ennemy respawn that isn't a bug, just strangely placed respawn detection spot

Thank you, I am glad you see it that way
Also I do plan on making a better version of this demo eventually, and maybe even a full thing

OMG!! Just saw this comment. I made all the music for the game and I'm so happy you liked it!! Thank you!