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(+2)

Checked this out while it was in progress, and I liked it, and yeah, playing it again during the rating period, still like it! Doing a lot with a little for sure. I really enjoyed moving around with the full kit, I felt very powerful, with the notable exception of the ceiling run, which I mostly found finicky. You managed to squeeze a very expressive movement system out of those 3 buttons. I only wish I was tested a bit more once I had all that power, because it feels like the lategame isn’t really equipped to deal with how powerful the player becomes, making the difficulty curve a bit odd, I felt the early-game was harder than the lategame. I respect the commitment of sticking to every enemy having 1 HP, even (kind of) Daimyo Dracula, which, by the way, is an extremely funny name for a villain.

Overall, very neat take on minimalism, impressive work by you two!

(+1)

Thanks for the reply and happy that you liked the game! The idea was that the game would be easier the more upgrades the player got, most of then are optional, you just need the wall jump, either the double jump or the stronger jump, and the ceiling run. Trying to keep the difficulty the same would be rather hard (at least in the time frame, maybe with some weeks of research for other types of challenge it could be easier) but I fear it would end up beign similar to the final boss:


(I had to hold myself to not name the second boss Dracula Hatake)

(+2)

Haha, yeah, it’s very understandable, fine-tuning is difficult and time consuming, so it’s easy to get it wrong on a jam. I didn’t know the double jump was optional, that’s interesting. Bonus minimalist points there!

Oh also, now that you mention it, minor gripe: I thought I was supposed to beat the mimic boss by baiting it into jumping the spikes, and I was a bit disappointed when it didn’t work.