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The core idea seems good, but the execution lacks polish:

  • The jump is tiny and unresponsive: there’s no coyote time, no input buffering, and not even variable jump height.

  • The levels feel hastily thrown together. The idea is there, but the maps are full of Swiss-cheese holes. While the player can’t (seem to) fall through them, your attacks constantly go straight into the void. Also, in one section, the player is forced to blindly jump down off-screen to a platform below.

  • The weapons need refinement. The Pinwheel doesn’t deal damage while spinning, and if you attack point-blank, it phases right through enemies without hitting them. The shield seems simply useless.