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Thanks for playing!

Yeah, the eye statues aren't fully coded right in the jam version, but are already set up and working proper for the next time we update the game!
Yeah, that's fair with the water segments. I do like the controls I made for it (there's a surprising amount of precision you can have once you get used to it) but they're a bit experimental, and don't really mesh too well with the maps I wanted to (and did make). Maybe if I make it easier to sink faster or just only have vertical movement on the jump button it'll feel more natural. I'll fiddle around with it some before the next update at least.

Yeah, I was a bit worried about the readability in the mushroom area, though I do enjoy the contrast. I figured while it might throw people off at first the way it's layed out indicated enough that it was an obstacle, and worse case scenario they'd know after touching it once, and since you respawn nearby and can get back in seconds, no real harm in it. I was more worried about the opposite, making it look too dangerous and then the player sees purple mushrooms later (the platforming ones) and is like 'heck no I'm not touching that I'll die!" which'd be real bad for the puzzles that need it. But I think it's laid out well enough that it's not an issue in that regard. The fact I like to make my games look less 'blocky'  than most NES games does come at the expense of restricting an already restricted palette. With that in mind I can still do a bit more, maybe add in some skulls or biohazard symbols into the inset wall art (like the glowing mushrooms) would help clue the player in before they find out through more direct means.

Great feedback, I'll keep those in mind!