Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Thanks for the feedback!

Could you please clarify in which version and where the technical problems arose?

The one-hit death early in the game was meant to emphasize the benefits of upgrading.

The first battles were supposed to be held during training. Which I didn't have time to do.

And something is really wrong with the revival. At first I didn't even believe it... But I took a stopwatch and was very surprised. Just optimization (and now the whole game is reloaded after death) won't help here. Interesting task. I'll think about it...

(+1)

I played Dark Anomaly (final jam version).zip

The reasoning of benefitting upgrading is fair, presumably it wouldn’t be a problem if the early game combat training were implemented, I will say! I think that alone is probably a good incentive to continue working on this for Super Metroidvania Month, honestly. Like I said, there’s a lot of potential here.

As for revival… yeah, that tracks that it’s just something that didn’t get caught during development. It happens! My own entry apparently had a semi-obscure softlock leftover in the finished thing, and I actually had several playtesters go over the game, so it’s not like I can’t on some level relate on that one.

Best of luck with future updates!