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I really like the idea of placing platforms, and the level design is pretty well thought out in how everything seemed to circle back in on itself.  The only major issue in this respect is with the purple key; I found it was very easy to miss, as the nearby green wall naturally draws you in the opposite direction, and with the entrance to the purple key being so high up, it’s easy to just not see it entirely (looking for this area alone probably doubled my playtime, but I may also just be blind).  Otherwise, I very much enjoyed the exploration aspect.

My biggest gripe is more so with the base movement and combat. The jump feels too floaty and the air control too low for the platforming to necessarily feel great, and aiming the attack forwards and back (on controller, at least) felt too sensitive.  On top of that, having to stand still for so long to aim makes bosses frustrating with how much they spam projectiles, and basic enemies obnoxious since by the time the projectile hits the ground, they’ve already moved elsewhere.

Visually, the game is great, I quite like the character and enemy designs. The environments are also distinct with each zone having interesting landmarks to look at; I never felt lost in the sense of not recognizing an area I’ve already been to. Exploration was certainly a strength with this game.

Overall, well done on the visuals and world design, but the controls could have used a bit more time in the oven, I feel.

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Thank you for the great feedback! I'll look into these for sure. I'll admit that the aiming is kinda wonky on a controller, its easily the most difficult code in the game. As for the enemies yeahhhh I got too used to them myself I should have seen how annoying they are!