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(+2)

I very much like what's here and the ambition behind it all. And for a first submission in 10 days this is not too bad at all. Admittedly though, it does have some rough edges, but I'm hoping my feedback is taken to try to smooth them out.

To start, I think the item drops are a bit too big, and I can also push them into oblivion it seems. If I also jump on an enemy drop when it spawns, I can push it into the ground and into the void. Then the enemy slimes movement seems a bit rough and can sometimes get stuck into infinitely flipping.  I would also like there to be a way to see what level my character is and perhaps as well where the total damage/magic I've accumulated are. Likewise, a pause menu for the magic to change between would also be nice, but not necessary. The portals to the prior level I think are better if you make them interactable with because sometimes when I've tried to destroy the crates in front of them, I'll accidentally push myself into that portal and then back to the start of the previous level which is relatively rough. Though the same I wouldn't say for the end of level portals since some you need to dash through and dont really have a good opportunity to interact with them mid-dash. I'd like to see more aerial combat options for dealing with the bats a bit easier. The fourth level also spawns with you having no platform and spikes that are floating without a platform. Not sure if that's intentional, but I'll note that if it isn't. The final boss I was also able to beat by just spamming the downwards slash and repeatedly jumping of their head till their eventual demise but I won't fault for that since boss design takes a very long time to get right and I doubt many in this game jam even have bosses in their game. Beyond that there's some visual inconsistencies I've noticed between the spikes and the environment (which could be intentional to point them out to players better but it does seem a bit jarring with how some of them are sized). The background as well I've noticed has a bit of a jarring transition through the levels, which I feel like parallaxing can solve (InboundShovel has a short covering the topic). 

That all said, I don't say that all to harp on you at all. I very much like what you've got here. From the movement options to the downwards mid-air slice + jump, it comes together quite nicely. Given time and some fine-tuning and I truly believe you'll have a great game on your hands. I do believe in the potential you've got here, and that's why I tried to be as detailed as I was with this feedback, and if you do continue to work on this game post jam, I wish you the best of luck in that regard. There's a lot of potential here and I do hope you'll be able to see it through if that's what you choose to do, and if it is, do let me know how it goes

(1 edit)

I legit just wrote a massive reply and forgot to post 😭 😭 😭 I'll write it again now 😔 



First of I have parallaxing but It's glitchy

Secondly the pushing happened bcuz the sharedarray thingy ig

Thirdly the portal was made in the last 2 hrs 



This is the basic thingy my reply was way bigger more importantly the specifics

(+1)

No problem there, from what I've seen on the other comments it looks like you're covering most of these things anyways. I'll trust that you've already improved the game a lot and have a lot of these aspects covered, so good on you and if you do post an improved version of this game, let me know