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(2 edits) (+1)

I was really interested in this entry from the character design posts Daeleth had been making beforehand. It's cool to see it coming together, even if it wasn't quite finished in time! (^^)

The start is pretty rough, with some camera issues, choppy movement, and difficulties figuring out where you're gonna land/where the walls are. (There's a lot more minor things feeling wrong that all stack up, but I don't want to bog you down with them here. I think everyone else has covered them.) Once you get out into the open areas it starts shining though!

The movement abilities by the end of the game chained together really well. I had finally figured out the timing to use the swing properly, and how to boost into it off the slide jump. Then, combo-ing that with the wall kicks and dive kick felt really cool.

The exploration was also really good. :D
It felt like there were a lot of places to go, branching paths, and stuff I realized I could've gotten in a different order. Also, since you could see most of the landmarks in each area from most vantage points, it was really easy to find your way around!

For lore, I'm a bit confused at why these skeletons would be better at flying than dragons.
I really liked the implication that the dragons knew more about flight than we might think, from finding the secret celestial key in the [SPOILERS] area.

For minimalism... removing armor to unlock abilities doesn't actually feel like "minimizing" to me. It's just a cosmetic difference away from putting on armor to unlock abilities. The unlit art style and simple area designs really land the minimalist feel though.

Nice game! (^o^)/

(+1)

Thanks for playing ! Glad you enjoyed the movement and exploration haha !

Regarding the minimalist theme, we wanted to have a story/thematic take on the theme instead of a gameplay one. A minimalist wants to get rid of their excess material possessions so getting rid of the armor to really only keep what you need is what we went for thematically.