Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

I ran through the game twice. On the second, I realized that you can pick up your fired arrows — during the first attempt, all either ended up on spikes or in pits, or were otherwise ignored, so it initially looked like you only regain them at checkpoints. That aspect felt like nice resource management, during both runs, even though it’s easy enough to get through without ever using the arrows.

The slow recharge on everything else felt more like time management than resource management. Take some damage? Sit and wait. Run out of jump? Sit and wait. Run out of run? Sit and wait. Recharge systems encourage idling, metroid-style drops encourage farming, checkpoint-refills encourage getting a move on (or no refills! but that increases difficulty).

It is interesting that some pits cause damage when you fall into them, while others just respawn you without causing damage. Not sure if that was intended, or something that just happens.

Also finally I’d avoid sticking an “Exit Game” button on the web version, because that just soft-locks the embedded TIC-80.

I didn’t make it clear, but pits only damage you if you don’t have invulnerability.

Admittedly, there was meant to be less of a focus on recharging, that’s just kind of what came about when I was running out of time.

Thank you for playing my game!