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(+1)

I really like the way this project is looking to go, it feels like the team took some inspiration from Neon White? 


In hand with that, I like the level design - incorporating multiple paths into the level for different approaches was a smart move, it's really easy to just create one path through the level and neglect any other options, but that wasn't a problem with this game.


I do think the movement was a little too floaty - it was sometimes hard to measure where I was going to land or when I needed to jump to make certain jumps, and got pretty frustrating after getting so close to the end of the level multiple times just to have to restart from the beginning. Though maybe a checkpoint could help alleviate that without tweaking the movement physics.


Likewise I think trying to incorporate Bijou into the level more would have been good - I think I used her maybe once just because there was no real reason to have to land quickly on the route that I was taking (I recognize there's some irony in complaining about not being able to make jumps without using her, but it was more of a case of feeling like I'd need to jump early and then panic swapping to Nerissa or FWMC to recover). Maybe you could tweak it so landing on an enemy while using her would propel the player back up, so they could use it as a springboard while still keeping the original use case to land quickly and deal damage if the player doesn't hit an enemy? Just throwing an idea out.


Would love to see the team come back to this though - I loved speedrunning Neon White, and with some polish and a couple more level, I think this could be a really fun game for the talents and fans to get into speedrunning too!


Good work!

(+1)

Thank you for the well constructive comments! Yes, we took inspiration from Neon White!

I really want to improve on the Bijou ability in the future, but for now this is a great learning experience for me!