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(3 edits) (+2)

Hey there! As others have said, the game looks good for how short this jam is, tho I know it draws heavily from Hollow Knight that is still a good thing. Having a dedicated artist shows here for sure.

You scope as well is pretty ambitious, having a couple movement abilities to unlock and multiple enemies and a boss, so nice job pulling through with all of that.

I have a couple critiques tho that hopefully will be helpful. 

First, as one of the commenters below was mentioning, the spike pit towards the end of the level is a death trap because you can’t see it below you but you have to jump down to know to dodge it, so more than likely people will die due to not knowing what to do the first time. In level design—particularly platformers—that’s called a leap of faith, and you generally wanna avoid that if you can in the future 

Second, another person mentioned the range of attacks not being enough, so you get hit a lot. That may be fair, but I think the issue is largely due to not being able to be safe when hitting enemies without some insane spacing due to a lack of knockback or hitstun on your attacks. 

Either, or both, of these techniques would work to keep people from getting tagged back from enemies. Hollowknight itself uses knockback, pushing enemies and you away from each other whenever you land a hit. Some other games cause enemies to stagger and pause their current actions when they get hit, but that can certainly result in players bullying enemies 

Lotta words, hopefully not too much, but just a couple things that could be helpful in the future 

Overall, I think this was an impressive project to get together in such a short time tho, so good work and would be happy to see what you do in the future!

(+1)

Thank you very much for your valuable feedback. I understand the frustration with the second fall, and that’s completely on me, I’ll make sure to fix it. Regarding the attack issue, I’ve increased the range, and enemies now get stunned when attacked. However, as you mentioned, stunning alone won’t help, so I’ll also add a knockback effect to the enemies, which seems more appropriate.