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That was a very impressive amount of work for two weeks! Great job!

Like others have said, the platforming got kind of annoying in certain areas, especially in the last level with the flashing points that let you dash twice. I had a lot of trouble trying to get these to work properly.

The combat was pretty fun but I kinda feel like it could have used a block or dodge to protect yourself from the enemies after they recovered from a stun. The AI was also easy to cheese in most places by just standing on a higher platform.

The boss fights were really cool, although I beat the 2nd one by just standing on the far right and spamming the attack button lol. The final boss was amazing though. I love how many moves it had and how you had to learn how to identify and adapt to each one to stay alive. It felt like the perfect amount of challenge/difficulty for a final boss

I really only had minor issue with the game, this is an overall exceptional entry and I look forward to your future developments.

Oh and here’s a screenshot of an error message I got that crashed the game in the first area (ignore the windows xp theme).

I THINK it might be related to knocking one of the enemies off a platform. I remember knocking an enemy off and thinking it was cool you could do that, and then boom: Error referencing a missing instance of some object lol

Thank you for playing the game and for the feedback! It became really hard to build a game with that much mechanics only for the player's moves. We designed it to be played mixing combos and weapons, but at the same time to be fast and friendly for those that just want a platformer game depending on how they want to play. Maybe, reaching a good balance was the biggest problem and something that needed more time.

We really want to continue with the Plotonium saga, so, stay tuned!