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  • Art and overall presentation are great, although I do wonder about the elephant in the room in the intro. Isn't it too porny for a non-porn game, but not porny enough for a porn game? Maybe that's what the MARKET loves, I have no idea.
  • I know it's supposed to be a hard game, but couldn't there be a breather level before the KISS YOUR ASS GOODBYE difficulty kicks in? Even if you are opposed to doing this for the actual game, for demo day you definitely should IMO, because people (like me) might get filtered too early.
  • My biggest problem with the gameplay is the shooting. You can fire multiple times to destroy a barrier, great. Or fire just once after charging. Since you fire infrequently, you might as well stay charged forever, right? But then you are spending 90% of the time holding a button, which feels AWFUL. I'm not sure how to fix this, but it really feels off having to hold a button so much, at least on M+KB.
  • I had a Dean Takahashi moment when you are supposed to jump after dashing. It works fine once you get it, but I feel that only being able to dash on the ground is unintuitive. Maybe there's a way to make it more understandable for the brainlets out there.


Very impressive overall!

1. Yeah that's my fear, I'll lean into one direction later on.
2. I'll have a level/checkpoint select for future DDs so that people can check out stuff even if they can't beat the game.
3. There are games that have auto charging (e.g. Zexion) but personally that's just not the direction I want to go in, I'll tweak values so that it's not really necessary to use the charge shot and maybe later on there'll be parts with less emphasis on the platforming where it'll make more sense.
4. That's why that's the only part where I had to put text explaining it, still thinking on ways to improve it, but only being able to dash on the ground is an important part of the design (similarly to games like megaman x1/2 and dkc), an air dash would be a whole other thing imo.
Thank you for the feedback!