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That was neat! The concept is cool, the mechanics are competent, and the character art is charming. I especially like the final boss design!

Despite the benefits of defeating them, I found myself running past most enemies. The vastly-open level design made most of the game trivially easy in this regard.

I don't know if it's a graphical error on my end, but the camera doesn't align with the pixel grid, creating subpixel renders (look in the middle below the HUD).

There's also an awkward "stretch" effect applied in lines towards the center. I've marked it in red.

All-in-all, good work! Congratulations on the submission!

(2 edits) (+1)

Thank you. I did want to get rid of that filter that comes from the camera method I used, but there was an overdraw issue when i did so where if you moved slightly to the left you'd see a fully black pixel because that part of the screen would not be rendered. Normally this would not be a gigantic issue but it was the very last day and the game needed to be solidly 160x144 4 colours.

Gating the game properly was tough, yeah. Level design was done on the last day of jam, there are no checkpoints in the game and thus it was hard to strike a balance between overly punishing the player and making it too easy

(+1)

Understandable; I also had to do most of my level design towards the end of the jam, and level design is really hard!

I hope graphical effects are kinder to you in the future.