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(+1)

-Portal loading is a bit awkward. Maybe add some particles(or scroll the background) and wind ambience so it looks less like she's floating there.

-Hitbox on big red button is too small. I jumped into it and nothing happened, then I dashed into it and nothing happened. Made be question if it was real, and having to do the platforming again is mildly annoying.

-Nearly didn't realize the ledge was meant to be shimmied to find a bone. Maybe add a gate to show said bone so the player knows there's a goal to notice. Though, in the full game being introduced to shimmy spots earlier may also suffice.

-Ground pounding doesn't seem to do much, since my air control felt pretty good I didn't think to use it as a stopper.

-Got all bones, the hardest being the one on the red and white pillar house thing by the enemy and signs. Not sure if I did it wrong. One method was to high jump then wall jump and dash to get onto the middle of the pillar, then high jumping and dashing onto the thin corner on the outside to shimmy up the roof. The other way, which I actually managed, was to jump into the window, then weirdly high jumping so I went up the outside wall instead of bonking my head. Both of these feel wrong, so idk if I just missed something obvious or not.

(+1)

Good idea about the portal loading. I'll probably add the words loading, and other information about the level, while we load.

Noted. Maby players struggle to hit the button. And the hitbox it's kinda wierd. I'll probably rework how the button works.

Ground pound indeed has no reason to exist currently. I'll try to introduce some usefullness to it.

Yes, that bone is not very straight forward to get. There are many ways to climb up to that roof, but it was not very well tought out, so none of them feels as inteded haha. Hopefully better level design will fix these issues.

Thanks again for playing!