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(1 edit) (+1)

It looks really cool and the platforming feels right! Altough, it feels weird how we have to use "up" in order to jump from ledges, instead of "jump". And some parts feel excessively tight. For example, the basic enemies require intense button mashing if confronted from the front (and undamaged), or the timing with shooting enemies and disappearing platforms is also tedious.  The social anxiety mechanic exists, but is introduced very suddenly and does not feel important. 

However, I really enjoyed the colors and soundwork. Also, nice character designs! The giant head reminded me of Olmec from "Spelunky".

All in all, I would say it is pretty decent, but I would rework the combat to make it less frustrating. Thank you for sharing!!

Thanx a lot for the feedback. I didn't have time to adjust the balance in the game between making it too easy to become a walk in the park and making it so difficult as to become frustrating – and I ended up falling into the latter category.

I had to use the up button to climb onto the platforms because later the player gets the Wall Jump, which works by pressing the jump button against the wall, and it was causing a conflict.

There are several adjustments I want to make to the combat; for example, I'll make it so that the player deals damage every frame of the animation, reducing the number of attacks needed to kill enemies.

The anxiety mechanic has more of a narrative than a practical function. I introduced it at the checkpoints so the player could learn and practice it further; it's also useful at the start of each boss fight, as failing to do so causes the player to begin the fight with a temporary penalty.

The game has a lot of things that need fixing, but I'm glad you played it, thank you very much! :)