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This is an immensely serene game. It's giving Ender Lilies meets GRIS for me. Lovely, harmonious presentation between the calm, easy on the eyes colors and shapes, the gentle piano score (and combat variation), and the splashy, reflective water. The animation and feedback on the parry in particular are cool and satisfying, and the character and enemies are cute as heck. The map being just outlines is a nice touch too. Presentationally a favourite in terms of interpreting the minimalist theme.

Gameplay-wise the couple of combat arenas I got to felt manageable yet challenging. The slide jumps to get to the parry arena did feel a bit tight, and seemed to demand abusing the coyote time on the jump (a welcome feature). I appreciate that you respawn on the platforms in these sections, rather than falling all the way to a previous room. As someone who doesn't commonly play this type of shooter control scheme, it felt a bit weird to have the slide go towards the aiming direction, not the movement direction. The rooms are also just that bit bigger than the screen that sometimes I'll mess up aim from the camera scrolling (or not) unexpectedly, but that's admittedly a skill issue. I have not run into the single resource mattering that much for offense, as it's such a minimal cost, the rate of fire being low more so pushed me to make my shots count (also technically white health is a separate resource, don't tell).

I'd like to continue, but I couldn't find any spot in the map to continue after getting the slide and parry. There's a tunnel in a wall I can't seem to get to, a room transition that's walled off by glass, and a bouncer that's too good at his job.

Hey, thanks so much for playing the game and all the feedback! There's a little bit left of the game after you get the parry.  You can go to the room near the bottom with the long bridge and parry that armoured enemy to go through. That said, there are still some issues with saving so only the base abilities are saved.