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I liked it. I think the music is a bit rough in places, mainly through the tree area as it starts really strong there and it can be a lot. The camera is a bit loose and seemed to jerk in places and I don't know why. The power ups were a bit of a mixed bag for me. The glide was the best, even if it was a little underutilized from what I played. It incentivized me to go back to an area I had seen earlier to go pick up a power-up for my character, rewarding my curiosity and attentiveness which is a great feeling to have. The double jump... This might sound weird, but I think I would've preferred to have no jump at all in the beginning and the double jump power-up to just be a big jump power-up instead. Your main jump isn't really getting you anything, so most if not all of the platforming is done through double jumps, which at that point, it just kinda feels like it should've been one jump that has a variable height. The wall break power-up kinda did me nothing, I failed to find anywhere else to use it outside of the spot where you get it to exit the area back to the hub. Admittedly, I do feel like I might've missed something since the end says I found 17/50 fragments, so if there is more I've missed, I'd be happy to come back and play it again to give some more updated thoughts.

But, as it stands now, I'm just left a bit wanting for something a bit more out of it. But for doing this solo, I still gotta give mad props to what is here. Fighting enemies is a bit jank, but I'm more than willing to look past it purely because they can attack each other. It is so fun to run around a group of them and slowly hear them go down one by one due to their own attacks. It's very funny and surprisingly satisfying. Despite wanting the jump to be a bit different, it still helped me to be curious and explore areas I couldn't before to see what else I could find and I ended up doubling back in an area I thought I had completed only to find out there was still more I could explore which was awesome. So good on ya.

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Thanks for the detailed feedback! :)

I myself knew this is gonna be janky so I was worried it will be "too janky" to even enjoy. I really appreciate you found some fun - and especially fun exploration even though there wasn't as much as I wanted :D

I've started the project on 30th of May so I was a bit late unfortunately. Originally I wanted more optional areas and a boss fight giving you a key to get to The Tower and some other powerups, eg. grapling hook, laser projectile...

There were some things I've done the first time, eg. CSV for some data - Godot trolled me there with the CSV with some game export nightmare - or using Blender as level editor with lots of placeholders and stuff, then using a postimport script making an actual level from that automatically.

After realizing I didn't have much time to finish, I've tried to cut my plans in a way that I can still make a game that's playable from start to finish, this was the strongest priority.

This resulted in "some" jank and prototype feeling which I myself feared, since playing through the game I myself got some strong "yep...this is unfinished and rushed" feeling.