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(+1)

Really solid metroidvania. I did get stuck for a while early on because I didn't realize you could shoot up :p I will say that it felt like the platforming abilities were fairly underutilized? There was very little that actually used the walljump (which was maybe for the best since the controls for it could be kind of awkward - needing to make sure im holding the direction *before* pressing jump while also having to switch from the opposite direction was finicky, and I mostly cheesed it where possible by just holding down both directions at once), and I don't think I found anything that used the glide. The higher level attack draining your health is a cool idea, but it felt like my health was so high compared to the damage dealt and health drops from enemies were so frequent that there was basically zero risk to using it, which felt like it kind of defeated the point.

The boss also felt quite half-baked, its movements felt way too erratic to dodge consistently and health drops from its projectiles were once again overly generous so it felt like it devolved into mostly facetanking the chase phase and then healing up from the projectiles, which required no more thought than randomly jumping around and spamming the basic attack.

What the game does really excel on are the secrets - it's always a good sign when a metroidvania has a little secret room off to the left of the starting screen I think, and there was definitely a really solid quantity of goodies scattered around the map.

I definitely will admit that the combat was really unfinished, as I prioritized overall map design first and foremost. I considered buffing enemy damage and health close to the end of development to help the health and weapon boosts feel more substantial, but I worried it’d create huge difficulty spikes, so I left it as is. But I’m glad at least the map part worked out, since you enjoyed the secrets all around the map.

I’ve gotten a lot of complaints about the wall jump being too difficult or awkward, which I’m surprised by since I tried giving it a very generous window to execute.

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It's not about the length of the window after moving away from the wall, it's the fact that I have to be already holding the direction when I press jump for the wall jump to execute. Most wall jumps work by just pressing jump once you are in a wall jump state without any need for a directional input, so my muscle memory has me pressing the jump button before pressing the opposite arrow, which in this control scheme results in nothing happening.