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(+1)

IM FAST AS FUCK BOIIIIII

Real talk thought, although it is very funny to be this fast, it makes basically impossible to properly dodge anything at all, and considering this game is a boss rush game where you have to do precision dodges, i think it was a really bad decision to make the character this fast, it went from “haha it’s fun im this fast” to “Oh man i really wish i had any control over this”

It rapidly devolved into me on the rust boss fight constantly dying when the enemy has half it’s HP because the barrage of fireballs were literally impossible to dodge, even the smallest movement i could do sent me towards being damaged, it was physically impossible.

Fought the construct once, felt doable, but since i tried to go through the hole and got into the Rust fight, i was unable to leave that fight, and since i felt like i was just hitting myself against a wall after dying 10 times on the same exact moment of the fight, against the same attack, with no discernable way to actually beat that fight, i decided to drop the game.

And since the description of the game mentions nothing besides the existence of a second weapon, which does not seem like it would be some extremely gameplay changing feature that will let me move through the map, it does not really seem to be really a Metroidvania.

Graphics looked good, but the game was too difficult for me to finish.

(3 edits)

Thank you for giving it a shot and sorry you didn't have a great time! The description does mention being able to slow walk with Shift, which as a matter of fact is something I added because of Rust, although sadly I didn't have time to explain it in game.

And the second weapon is, in fact, an extremely gameplay changing feature that lets you move through the map - albeit it is optional, much like the majority of the content in the game. So I guess it only counts as a Metroidvania if you go out of your way to look for the Metroidvania!

Part of my design philosophy was that an incomplete experience is still a valid playthrough (hence why "there's no shame in giving up"). I didn't want there to be any "fodder" bosses because in the end, the true final boss is the one that makes you give up. After all, statistically speaking, the majority of players don't finish their games, so you could say giving up is the most genuine experience!