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I greatly enjoyed the novelty of the story and the interesting twist on movement mechanics.

The boss fight felt a bit out of place to me. It was the first time that the concept of having health and taking damage had come into play and while I was decent enough at getting through the levels leading up to the boss I felt often that the movement was either unresponsive or too unwieldy to feel like I had a lot of agency in dodging the boss attacks. That feeling is made worse when the only place I can damage them is the location where I'm least likely to dodge their attacks since I'm directly below them. A possible quality of life tweak to that fight specifically could be just having buttons or something else to interact with on the opposite side from the respective boss that it affects so that the fight makes me bounce back and forth to opposite sides rather than sit in a very disadvantageous position to try and finish off the last remaining boss.

Overall a nice idea to break the typical platformer mold and a very good execution as well.

(1 edit) (+1)

Thanks for playing! The final boss was very rushed as we were running out of time and wanted to give the game some closure. In the future we plan to improve and add more especially to the boss fight. We didn't want the player to die in one hit to the boss, but with the lack of time we couldn't think of a better way to do that then just have an hp bar appear.