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Wow this game is incredible. don't know where to start. It is like someone took the addictive quality of pac-man and added the well crafted and carefully well thought out level design of super metroid. All of the environmental hazards are in perfect support of the movement constraints on the ghost and the maze puzzles, and there is a good build up and in game tutorial aspect. 

The polish of the visuals is very nice and cohesive. The animations and sounds fit in very well. I felt like the timing of the spikes was tuned so that even if I pressed the direction buttons faster the animations played like I had just narrowly escaped death and that was a nice touch. I never get bored of the looping melody, and having just composed a tune thats arguably too busy for my own game, feels like I just got a masterclass playing yours ; ). 

I have only made it to the second or third key I think, died a bunch of times, but got a real sense of accomplishment when I found the right traversal strategy to let me pause enough. 

I'll agree with others that the game punishes you very harshly for hesitation and that is challenging and also kind of part of the draw. I still haven't reached the point where replaying the same sections got too old though, because the threat of dying doesn't go away, so it became a challenge to 'speed run' through the level again without making unforced errors.

I'm also not someone who does as well with games where you have to be quick with your button pressing or execute long sequences with the right timing (I'm historically a fighting game button masher and game genie junkie), so selfishly I'd like to see more elements which are about the pre-planning strategy and multiple traversal/exploration aspects that I was already seeing so far. Like more Mario and less Super Meat Boy I guess for a cliche analogy. That being said, this is already a perfect version of what it is, so mad kudos to you Mr. Raimondi.

Thanks a lot! That comparasion is really kind hahaha. These two games were one of my most played games when I was a child, so I'm really glad you think that way.

Nice to hear it! About the melody it was one of the hardest parts for me, I didn't want a theme that was too busy so finding one that got the game's vibe and was subtle (besinds beeing free hahah) was hard to find. Happy to know that it was a good choice. You composed yours? That's amazing! I tryed to do something but it was a disaster hahahah.

An update introducing difficulty levels and checkpoints will be out soon. Hope it'll help with that. 

That's a great analogy hahah. There are some similarities with Super Meat Boy feeling of punishment/reward and I like that, but I'm also a big fan of the other part that I tryed to put in (Mario/Rayman maybe?) and I plan to add a lot more exploration elements and features to keep it interesting! Thanks for pointing that out! Keep an eye for that, it'd be nice to know your toughts!

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Yeah definitely! I'll be following updates for sure, keep up the great work!

The difficulty levels w/checkpoints were very well done, I was able to play again and get all the way through the game this time (on casual, better step up my game now ;{P . 

Before I'd only played up through the end of level 2, now after seeing the whole game I really liked the moving npc aspect and the secret area in level 3 that seemed to cut across and through multiple parts of the level. Really strong design. 

I found an effect for the secret area where if my ghost goes back to the entrance it gets covered up again with me inside of it, but moving back and forth shows me again. I'm guessing maybe not intentional if I'm still within the boundaries of the secret, maybe. I actually found it an interesting kind of mysterious feeling, kind of a cool effect where it seemed the level was closing up on me. Could be an interesting fog of war thing to have it sometimes re-shroud traversed areas with you still inside them so you have to figure out how to get out, but if there are hazards nearby could result in a death that feels unfair.