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Feels like it could use a better map than the very vague one it has.

The other thing that kept tripping me up is a problem very common among metroidvanias and other platformers: it's sometimes difficult to distinguish interactable features from the background.  At the start, I almost gave up because I went down the ramp and to the right was a bright vertical pillar that I took to be a wall, so I turned around and went back...  Crates are obstacles; nets are climbable; seaweed is scenery; but there's nothing to really set them apart.  (Probably limited by the color palette, since you don't have a lot of room to make things "brighter" or "dimmer".  Just something to think about.)

(+1)

I see what you're saying. A bit of the ambiguity is on purpose, but I think in general darkening the wood background from the foreground is more helpful. I actually found out that I had exactly one color palette  slot left to be able to do that in a handful of screens, so I'm updating the build now for that! Thank you! As for the map, that is probably the only feature in the game that I kind of left half-baked. If I find the motivation later, I can kit it out to actually unlock tiles as you progress / show where you are, but I need a break from this project for a bit lol. Thanks again for the feedback!

(+2)

Masters' programs are hard.  Take a break. :-)

None of that is particularly "drop everything and fix"; just figured I'd throw out a few thoughts, in case they help.  Good luck!