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The art is very nice, with plenty of cool details. The main character has a cute design. Backgrounds are quite detailed, with multiple layers and decorative props and stuff. The wires in the background in the area where you wake up specifically had a cool sense of depth. The enemy designs are pretty cool too. In particular, I really liked the flower enemy. It struck a nice balance between freaky and cute, and it had very lively animations.

I also quite liked the music. The vocal tracks in particular are sick. Also the combat variation of the area music is kinda groovy. Would appreciate if the soundtrack were to be released so it can be listened to on its own.

The sound panning feels a bit strong. It's rather common that I'm pretty much only hearing stuff in my left ear or my right ear, and it's a little distracting sometimes (although not enough to ruin the experience or anything).

Gameplay is fairly normal, and there aren't very many collectable abilities, but what's there is cool. The saw is very satisfying to use (although it doesn't always seem to start charging up when I press the button), and the speed and bounciness of the drill is thrilling if a bit unwieldy. I think there could be some interesting gameplay/level design possibilities if you could cancel out of the drill in mid-air to perform other actions (such as the glide the game has already).

No save points felt a bit odd, although the game isn't *too* long for it to be that big of a deal. No way to restore HP (outside of the health upgrades) was a bit more awkward to deal with. Although, when you respawn you come back very close to where you died, so even that isn't too problematic.

On a related note, I think the "respawn" animation after getting hit by certain damage sources (like bottomless pits or the giant worm in the underground area) takes a bit too long. I think the final part of the animation with the cutesy pose in particular feels like it could be a bit shorter and still have the same vibe.

Progression felt a little too straightforward to me. Again, not many upgrades, and it kinda felt like the game guided me relatively heavily towards each one. Didn't feel like there was much room for me to have that "aha" moment you can get in metroidvanias, where you get a new ability and start thinking back on all the places where you might be able to use it.

Map screen feels hard to parse with the lack of zoom combined with the somewhat irregular shape to it. Not sure how much could've been done about that though given the time frame.

The story is minimal, but what's there is cool. The bits of lore scattered throughout were pretty neat, but I do wish there was some way to view them again after collecting them. The monkey guy at the end also kinda felt like they came out of nowhere, but they had a pretty cool design. You get a choice to kill them or not, but it seems like it's more a matter of principle as neither choice seems to affect the ending. It's cool that it is a choice though.

Also, props for managing such a large team for a game jam. I've heard organization gets a lot tougher the more people you have on board, so it's commendable that you got it all to work well.

Good game overall.