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(+3)

"THE END"  Ending scene looks awesome!

I tried the game a few days ago, got stuck because I moved back to the previous room with the item which gets you small, died and couldn't find it anywhere, or something like that. Don't get me wrong the game had already left me with a strong impression anyway but with so many games I wasn't sure I would try the game again during the jam. Among other things what finished to convince me to try again was when I eventually noticed that you were the team behind Beat Beet ;) .

The game is amazing! It looks awesome and sounds ever better if that's even possible, I love the tunes. It feels so, so good to control and the levels are all excellent with always the perfect difficulty and plenty of little twists which keep you all the more engaged. The fire part in the beginning is so cool, super cartoony, I love it. Finally the NES vibe is about as strong as it can be, in all aspects.

By the way, I saw you also submitted the game to the Metroidvania jam and I don't think exploration on a large scale is even really a thing but on a small scale exploring each zone including through different paths for various reasons is an absolute joy. Note that since it's the NES JAM here ;) the lack of large scale exploration is not necessarily a bad thing, if exploration is going to be linear anyway (because you would need a given ability to unlock the next one, which is not that rare) rather than open then I prefer to simply advance through the zones in order rather than doing useless back-and-fourth.

Thanks for sharing!

(+1)

Thanks for giving it another go!
Yeah, Poyo and Bucket put a lot of good work into the soundtrack, I'll be sure to pass that along to them!
(I feel a bit bad because we forgot to re-add the title screen as we just launched into the start of the game during testing, so you can't hear the intro track. It'll be added as soon as we can update the game again.

And yeah, I completely agree with your opinion on the Metroidvania aspect of that. (to be honest, Ste kinda did that without consulting the rest of the group first) To be fair, it was initially going to be much more of a Metroidvania with relics you could drop and pickup freely, but partway through I just had to admit that our plans for it weren't going to be doable in time (that and the prospect of dropping relics wherever not only led to a million possible softlocks it would just result in a lot of backtracking. I proposed the relic pedestal idea, and that helped designing go a lot smoother (though not softlock proof, we'll try and make contingency plans for those, sorry ^^;)
Had it been my  call I wouldn't have submitted it there, as you said the current game is entirely linear, just with a few mandatory detours (and only keys as far as progression unlocks in a Metroidvania is kinda lame imo), but it is what it is. (it might have also been setup earlier to upload to both via Godot plugin, and seeing how late we submitted there wouldn't have been time to tick that box off ^^;;)

And yeah the ending scene is super cool. Flinigan whipped that up in like the last couple of hours or so too. Dude's crazy skilled, idk how he does it. Really solid fundamentals and a lot of practice I guess.

Thanks again!

(+2)

i ain’t missing out on extra feedback over technically having a linear level progression 😬 the more the merrier. and i do hate backtracking too, so even if it was branching more i’m a very big fan of many shortcuts to keep that minimal