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Very impressive work! You nailed the aesthetics, and the level design was fun. My only issues and nitpicks are the health being a bit unintuitive (you get tons of hp that goes beyond your normal limit, which makes you basically only at risk of dying from falling), and that the spinning could have had more relevance.

That might sound weird given you're spinning to attack the whole time, but it feels like it's only aesthetically a spin, as it doesn't do damage when spinning nor does the spin affect your aim. It feels more like a normal charged throw attack with a grapple attached to it, if that makes sense.

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Hey Psychic Chicken! Thanks for playing and for the thoughtful feedback!

I see what you mean about the spin. My idea was for longer spins to give more damage, reach, and even double hits, but I agree the spinning itself could have been more mechanically explicit.

About the health, the idea was to reward exploration and also work as a kind of self-adjusting difficulty: you can collect more hearts/souls to make things safer, or skip them and go straight to the boss. But yeah, I can see how going too far beyond the normal limit can make falling feel like the main danger.

Thanks again, really useful feedback!