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Ooooh I liked that you had quite a few bits and bobs in the player movement like coyote time, buffered jumps and variable jump heights. I do think there were a couple design decisions you could have made to make things even better. One of them is more save points, especially before a boss or difficult area or something like that. I think sometimes pixels were at different sizes which looks a bit uncanny.  And more clarity with when enemies or bosses are about to attack would be awesome. Overall I do like the ideas in this game a lot!

Thanks a lot for playing! 

As you can probably guess, the player controller was made early on when I had a lot of time and the others... you know how it goes. I was definitely thinking about the save points issue especially when I was playing your game! I didn't have a realistic idea of the difficulty, and I guess that's the importance of playtesting! 

I definitely plan to revisit and address these issues alongside refining the visuals for more consistency and better telegraphing!