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(+2)

This is actually such a good game for being a game jam entry... The ability to change keybinds (which are reflected in the tutorial text!), the polished art(the boss kills are brutal lol), the audio actually being balanced, the boss fights feel like they could have come out of hollow knight(if there was a dlc about ghost getting a sugar high or smth lmao)

My only complaint is the player character's movement(which feels a bit too slow, especially during the boss fights), and the lack of a heal(not really needed in the game as is, but id imagine it would be nice to have if you guys continued working on the game after this jam and added harder areas/bosses).

I am also confused by the green bar, does that actually do anything? it refills too fast to really empty.....

Overall, great game, would definitely like to see it being continued after this jam

- Crow


I concur

-Moth

(+1)

Thanks for playing and for the detailed feedback,

You’re the first one to notice that the tutorial text updates to match the changed keybinds, excellent observation! I’m impressed you caught that detail (Even the special attack UI, "PRESS X", text reflects the remapped keybind).

I also really appreciate the kind words about the bosses, art, and audio balance as well. The Hollow Knight comparison is seriously high praise.

Regarding the movement speed, I’ve seen a couple of reviews mention that too, so I’ll be speeding it up in the next update. As for the green bar, that’s the stamina bar. It decreases when attacking (for example, the jump attack recovers quickly and covers a 360-degree collision) or dashing (since it has i-frames). I added it as an experiment, partly inspired by Dark Souls, to prevent attacks and dashes from being spammed and to keep combat more deliberate.

Since it’s a game jam and players have different platforming skill levels, I tuned it more generously to see how it would feel. Unfortunately, due to time constraints, I couldn’t implement a healing system, so I compensated with higher HP and more forgiving checkpoints instead. It was definitely a tough balancing choice, because it would be a shame for players to quit early and miss the full content due to overly punishing difficulty.

Thanks again for taking the time to share a thoughtful review.