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very cool art direction! it's fun and fast-paced! i had a hard time connecting what i do with whether i succeed / fail, and what the low kick / snap abilities are for. eventually i reasoned the low kick is probably for the smaller enemies, and it seemed to do a better job at increasing my heat when i do, but it wasn't communicated as well as maybe it could have been.

the game's great art and brisk movement compelled me to try and figure it out, but it felt like i wasn't really making progress between runs. i couldn't figure out how to kill the flying things --- one time i jumped and killed one, but most of the time they're too high up. it could be a skill issue on my part, but assuming there is a reliable way of killing flyers, i bet if you just add a bit more feedback to the different abilities it would help a lot! overall awesome entry!

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Thanks for the feedback UltimateWalrus! Appreciate it a lot and yea, communicating specific things just kind of fell out of scope I think. The snap is the most reliable way to deal with the birds in this version, albeit we kind of regret doing so afterwards since it led to balance issues.

We're definitely gonna try and balance stuff out more when we continue working on this, since we do see a lot of potential in it ourselves! If that does happen, I'd hope to see you give that version a shot! Either way, thank you for the kind words regardless :)

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yoooo! thank you so much! i was actually trying to get ahold of you because one of my jam partners really wanted me to have you on my stream where i interview developers about their games and dev process. i'd love to have you on if you're available! 


but yes, the low kick is for dispatching the pig enemies which stab you in large numbers if they reach you. the snap ability is only available at Heat 4 onward and burns half a Heat meter, which is a little oppressive, but the longer you hold it, you have a wider AOE that autokills everything in its radius, which is the most consistent way of killing the birds. you can technically kill them with a well-timed jump, and fully-charged dashes connecting with an enemy actually ramps you up with an automatic jump that can be acted out of, but yeah, the tutorialization was an unfortunate casualty of the crunch.

a boss comes out at Heat 8, which was also a last-minute overtuned decision, because it's actually pretty hard to get there until you really lock in the combat. but it's bugged and the ending is inaccessible. but it's floating around here in the comments.

thank you so much for playing my game, yours looks really awesome and your website is insanely slick, so the compliment means a lot to me as the director and lead dev!

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ah thanks for clarifying regarding the snap! definitely, there should be some feedback showing it not working under 4 heat (the most obvious solution would be a red "<4" appearing next to your heat gauge when you try to use it). i was trying to use snap to kill flyers but it never worked because of the heat.

i'm flattered you want to interview me! i'll consider it. can i see past episodes of the stream? you can find me as ultimatewalrus on Discord if you wanna chat further (my pfp is a cool sun)