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(+1)

I appreciated the unconventional upgrades and mechanics, the move set was strange and enjoyable. I do wish the eel enemies were a little more satisfying to fight, having them make use of the diagonal slash mechanic makes sense, but they ended up being more annoying than anything. Similarly, I wish the calculation for the slash angle of the eels and bubbles was weighted more towards the bottom of the player, it always felt like I had to be a lot lower than I would have liked to get an upwards slash. Other than that, everything felt responsive.

For the minimal visuals and sound, I think the game does a good job presenting an atmosphere, at least while playing I could imagine being some sort of mermaid princess trying to save her dying world or something similar (are you even a mermaid or just a ghost?)

Thanks for playing!

Moving the detection for whether the slash goes up or down to the bottom sounds like a good idea, I'll try to implement that and see if it fixes some of the jank I've had with that... I initially used the player center for that purpose because having the player position at their base lead to some awkwardness with detecting whether the slash should be possible at all, but there's nothing that really requires those two things to use the same position, it'd just be a little more work to implement.

The player is just supposed to be a ghost and not a mermaid yeah :|  Their visuals need a lot more work in general, I had some ideas for some particle effects and additional animations that maybe would make them feel a little more ghostly.