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The core movement works really well, but a few of the abilities could be inconsistent to activate - the period where you're considered "rolling" after a dodge really needs to be a bit longer as the timing for both of the abilities that chain out of that felt awkwardly tight, and the wall run seemed to just... randomly refuse to work at times. It felt really good when it was working, but some walls just refused to work with it for reasons that I could not for the life of me figure out.

Ranged combat generally felt pretty good, especially after getting the time slow ability, but the dodge roll honestly felt kind of useless as one - the fact that it couldn't dodge melee attacks (and even seemed to instantly trigger them when I tried!) meant that getting into melee range or getting backed into a corner basically felt like suicide, so I ended up resorting to pure run and gun tactics and jumping over shots, which was fun enough most of the time but left the melee attack and stun system feeling totally worthless.

Exploration wise there were many many times where I could not for the life of me figure out where I needed to go to progress and ended up wandering around in circles. The signs pointing you towards new abilities help with this at first but after gaining a few of them the ones for the abilities you already have start to just confuse things. The samey architecture all throughout the game often makes it hard to tell exactly where you are or where you haven't already been. A map screen also would've been really helpful for figuring out where I hadn't already been, but I think critical paths also just need to be a little more prominent, as often it felt like most of the prominent blocked paths I actually remembered only led to small optional upgrades. I was not able to complete the game due to these issues - I got quite a few abilities but could not find anywhere to use the wall run to progress.

Aesthetically the game looks great - the environment really sells the gritty and drab atmosphere and the player is very well designed and animated. I also really liked the sound design in this - I have no idea what the person who said the jump sounds like jet booster was talking about, it reads like a metallic spring type of effect to me and suits the general vibe of the player really well, although I think it could stand to be a bit deeper to fit better with the player's other sounds. In general though I think the heavy metallic sound effects on the player really added some personality and helped add a lot to the player's design - it gives the sense of them being heavily armored or perhaps some sort of robot, which isn't easy to sell from the visuals alone.

I did have one very odd issue which is that the game window seemed to force itself onto the top layer by default? It meant I had to minimize the game every time I wanted to tab out or it would keep displaying on top of the other window. I don't think I've had a game do that before, I'm not sure what would be causing it.

Overall this game was a lot of fun when it was at its best, and I think I put more time into it than any other game this jam - it's just a shame how much of that time was spent running in circles through the same few rooms unable to progress.

Thank you for playing the game. 

I'll tinker with the roll duration. The wallrun inconsistency may be because of its activation period - it activates only during the jump ascent, not while falling. I thought it added an element of planning, plus synergy with the air jump, but I probably underexplained it in the game. Or perhaps something is wrong with it and it's not working as intended. I'll look into it.

The dodgeroll pushback was a late addition and needs work, you’re right, maybe outright cut. My general line of thought was to use the dodgeroll for offense, pushing back enemies or retreating and the slide to dodge through enemies. But as always, my intentions matter little if it’s not properly explained or convenient to use.

Problems with the general map layout and design have often been mentioned, so that will be a priority for me. I could have mitigated it a little better, at least with signs, like crossing out signs that lead to main upgrades you’ve already obtained.

Thanks for your detailed feedback.