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Very interesting twist on a platformer. Explicitly asking me to find every different part of the map as the explicitly goal was cool, and worked very well. There were many places that it seemed dying was required to know if there was a map secret or not. It almost felt a bit souls-like to jump and hope there was something to catch me underneath. I bet with some polish, that frustration could lead to motivation to explore everything!

Thank you so much this is exactly the way I wanted people to play. It it brings me so much joy to hear this! 

could you explain what you think is needed to be polished?

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There are probably several ways to address it, but as some examples:

- the death sequence is a bit plain. a death anim/sound, plus something to make the DEAD screen feel a bit more connected to the player (slow fade in, could even have a quip/commentary on how the player died)

- could just make it really fast, and respawn right where before you died, so it doesn't feel bad at all

- make things like spikes have more clear hitboxes, maybe make them player-favored so you can graze them without dying

- could have a "look up/down" option so you can look before you leap

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these are some great points, thank you! I agree about the spikes I didn't make them the best way because of time and same thing with the death part and look up / down but I think this is very doable 

I might decide to continue this game after the jam, and I'll do all of these, thank you for the feedback!

Also I have to ask did you get the ending where the wizard tells you the map is perfect?

I wish =) I ended up dying a few times more than I was patient for. I wish I had been able to complete it! normally, I'd say I'd get around to it after I'm done rating.. but 1450 games?? so many

yeah that's true still I really appreciate you for playing this!