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This is very cool! Did not find the hidden sword, but I did manage to get to the end and the money room. The presentation is great here, I love the pixel art with the minimal palette, and there’s some very solid animation work in there for such a small timeframe and such a variety of enemies.

The core mechanic of bump-based combat is neat, even if occasionally quite difficult in tight rooms, although the rather forgiving amount of healing and save points meant that it never felt too unfair. I especially enjoyed the parts where you had to use enemies to progress.

I’m a bit less charmed by upgrades. While the dash is cool, and I like how it plays into the big bounce, I found the cockatrice feather a bit unsatisfying to use. I’m not sure what it is about the momentum, but it never felt natural, maybe if it had a very brief stall before falling or something? The wall jump felt even more “off” to me, it feels like it absolutely launches you away from the wall, when your normal walking speed is rather slow. Still, like I said, the core mechanics are good enough that this is only a minor gripe.

The overall world design is solid too. I was lost for a little bit at the start, although things started flowing nicely once I got an upgrade, I suppose I just happened to wander into the wrong part of the castle. It’s a shame you weren’t able to finish everything you wanted to do and the game ends rather abruptly, but hey, that’s gamejams for ya.

Very impressive job overall, especially for a solo project, the polish on this is great. Excellent work!

Thanks for the detailed feedback, it's very helpful! I appreciate the notes about the movement tech, definitely something I wanna tweak. And yeah I probably spent too much time on polish / game feel instead of just finishing the damn game lol. Thanks for playing!

If you have time, can I ask for more specifics about "tight rooms"? A few people have mentioned that, but I'm not sure what the specific difficulty is / an example. I know the final combat room is messy / overly hard, but I wanna know if other rooms are constraining players in a way that they can't avoid enemy attacks reasonably

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There’s one room with some spikes on the ceiling where it seems like that’s the main challenge, so that’s probably fine, but the specific room I had in mind when writing that comment was the bottom half of the room with all the vertical shafts. Without the dash, it’s kind of a pain to get through there since you can’t really avoid attacks if you’re not lined up with a shaft.

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Gotcha, thanks for replying! I was concerned many players didn't realize you can avoid the basic pot enemies attack by just backing up a little bit when they wind up, no need to jump. Or if they did, still maybe not the most enjoyable room design. I should have done something to tutorialize that, or just not limited the rooms to be quite as tight,  at least for the jam. Okay thanks!