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I’ve seen a number of platformers in this jam based around using limited platforms to progress through stages, but this one makes the most of the idea that I’ve seen. Everything feels centered around the spear, and the puzzles really make use of all its unique quirks. Most of the puzzles were laid out in a way that was easy to parse as your understanding of the game grows, but still allowed a lot of “aha” moments when you figured something out that was stumping you. My main issue is the enemies; particularly the archer, it was just really frustrating, their arrows felt like they always flew too fast, and though there’s a tell when they’re going to fire soon, there’s enough of a delay that you can’t really use it as a cue for when to jump if you’re too close, and if you try to jump over one before it fires, it’s near certain death.

The overall presentation is solid, everything was clear in what it was, and nothing was hard to see or read, but they did feel a bit slapped together, and the sound effects were the same, clear and good but a little amateur feeling, which isn’t as big a deal in a jam game, really. Overall, this is one of my favorites for the jam.

You're spot on about the assets and sound effects being a bit slapped together, as I did want to make a detailed background to create more cohesion and wanted to spend more time looking for and editing sound effects, yet didn't end up having enough time. And regarding the archers, I think I just got muscle memory for their arrows during development, thus why I didn't notice that they might be too fast. I do plan on updating the game with a few things I didn't get to include due to time constraints, like an ending cutscene, after the rating period so I'll change the speed in that.