Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Enjoyed the gameplay, simple and nice controls. Audio could be set to 50 on start cuz audio should be softer on start rather than loud. Wall jump could use some work. Something like "super meat boy's" wall jump could've been emulated here, even if not 1 for 1. Does not feel intuitive to wall jump rn, needs a buffer for how long you need to run into the wall to have the wall jump to be active. ie, "Coyote Time"(See 'Celeste' game). No "Shift to Sprint" prompt(?). Not sure if that was intentional but it can make or break the experience. Doesn't affect too much for lower levels but makes a difference in how fast someone can retry a stage, so needs consideration. Sprite work was lackluster. Main character(gameplay sprite) could use some more detail comparing them to their main sprite used in the opening. Enemies also need a bit more detail though for the most part are readable enough on screen. Enemies are also somewhat too random at times when they move. Should be a bit more consistent to give player a fair chance. Camera also lags behind too much when moving either direction. Have it maybe move in conjunction with the main character's front(see Kirby's epic yarn cam). Overall decent game, has potential, needs polish.

I completely spaced on informing the user about the shift key to run function. Can't believe I did that. My bad everyone. It's on the main game web page at least, but even I don't read the controls on those when I play other peoples games. Coyote time is something I am going to add. The enemy randomness will be changed to make them more anticipatable. It's been a while since I played Super Meat Boy so I will replay that and check out their wall jump mechanics. I also didn't realize the camera was an issue, so I will be looking into improving that as well. Thank you for all of your advice.