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(+1)

Thanks for playing and for the kind words.  The movement feel was definitely a focus, and I tend to prefer controllers myself for movement heavy games like platformers.  Animation was also important for the movement feel, though I do wonder if many have seen the idle animation.  Timed gameplay doesn't really encourage pausing for a breather.

The compass idea was because the day cycle reminded me of Majora's Mask, glad you liked it.  Felt better than just using a draining bar.

And of course not today, Dio is a creature of the night