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(2 edits) (+1)

Oh no! I accidentally pressed No after dying as the game over screen appears so fast that I was still moving to the right and my input moved the cursor from Yes to No. Then I pressed Space and it confirmed leaving the game, losing all my progression. It would be nice to have a Resume game option in the main menu (we added it in our game in priority because I had so many issues with losing progression on mid-length jam games and didn’t finish many entries because of that)

Otherwise the game is really fun, I only unlocked one skill so far but was delighted to see it was actually two skills in one (Dash and Double Jump) using the same special bullet (clever!).

Having to reload it like normal bullets make sense, although it takes some time to get used to it (as opposed to other games where landing = reload double jump… it’s more common to have a cooldown for dash though).

Moving is fast and controls are tight, however player character could benefit from dynamic height jump (in one room you need to shoot an enemy just a little above the usual shot height, but you can’t hop, so you must either jump and immediately press shoot, or do the mandatory full jump and then shoot when going down). Air slowdown during shoot is however very useful (I have yet to add air attacks in our game but I’ll probably do something like that too).

Level-wise, the rooms are simple, easy to understand. However I wish they have one-way platforms because there are many places where you expect to jump from below and hit the platform like ceiling instead.

Story-wise it seems that some lore was thought ahead since the gun is said to be sentient, unfortunately this missed opportunity for gun talk jokes (there could be a small dialogue at the beginning and each time you pick an upgrade, to introduce both explanation of the skill and some gag). The thumbnail itself is very comical already.

Anyway I’ll rate the game after I finish the demo to be sure I’m rating the metroidvania progression well too, or if there’s any boss at the end.

Ah man when you said boss 😬. Sorry we werent able to fit a boss and the saving system 🙇‍♂️. We do appreciate the feedback! 

Aha, don’t worry, we didn’t have time to implement the boss either.

More feedback after finish the game (I died on the laser right before the end last time!):

  • input: keyboard scheme seems to support both WASD and arrow keys, but with arrow keys you expect action input keys on the left side (typically ZXCV in Qwerty), so while feasible to play with arrow keys + JKL, it’s a bit harder to keep hands that close and also press Space bar with the thumb this way
  • aesthetics: the SODA machine is so fun, no idea where it comes from, personally I saw it for the first time in Halloween Harry (yeah, that was a long time ago) and it was fitting in the building aesthetics, and more recently in Touhou: Luna Nights (and it was totally out of place like can machines in Monkey Island)
  • level design: I’ve just noticed you can reach the double jump / dash item by doing two normal jumps to and from the middle platform. At first I thought you had to fall to the bottom then use the item to get back to the start in classic Metroidvania forced new item usage fashion. Not sure if it was intended or not.
  • UX issue: on the second savepoint / soda machine, I accidentally moved right past the machine without activating it and fell (the floor stopped not so far after the scene transition) to my death on the laser, then was respawned to the 1st savepoint!
  • … and the 2nd area BGM kept playing in this 1st area
  • But good thing: I kept my skill upgrade although I saved before getting it! (my own game doesn’t do that, you HAVE to manually save after getting skill upgrade… will consider adding auto-save when getting new skill – for now we keep a save point near the skill upgrade item)
  • UX issue: no save point before laser challenge, had to redo the (easier) big pit challenge many times when dying in the laser challenge (not necessarily terrible as it also trained me, and was fortunately not too far)
  • Bug/exploit: I can infinitely spawn damage up items when re-entering the room to buff up my gear to MAX level.
  • Cutscene: the final pre-boss cutscene scrolls fast, didn’t have time to read

Well I prefer a short game with a clear ending and what’s supposed to go next than a giant sandbox level with no clear end… like… our entry…