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(+3)

Really cool demo! I like the idea and high-paced nature of it. The art looks great. I love seeing all of Athena's reactions in the menu, perhaps the status panel should be the default thing it opens to?

The platforming demands feel a bit high at times for the type of game this is, but the bonus fracture rooms are a good way to keep some of the tougher challenges as side-missions. A way to exit out of a map that's beyond a player's skill would help a lot. I recommend reducing the amount of areas where falling resets a lot of progress, one-way platforms can work as soft checkpoints to reduce frustration. Throwing your partner is a really cool mechanic, but there are not that many opportunities to use Athena effectively, I feel like most level should incentivize the player to use her at least once and have some sort of bonus that only she can reach. She is also not that good of a weapon, a small stun effect could reduce the chance of her getting stolen right after being thrown.

It took me a while to figure out that the game wants me to press both the dash and jump button while wall hopping. With how common this is, it may be better to keep the dash speed bonus active until the player lands. Jumping on edges of the screen is also not too intuitive, but just including a small section in the tutorial where you do it will be enough.

I see a lot of really cool ideas and potential, I will definitely keep an eye to see how this game continues to develop, nice work!

(+2)

i appreciate the detailed feedback! i'll keep note of that :)