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A nice concept to force player changing the control schemes to adapt to the situation.

Overall, the graphics are super gorgeous, i love the little robot and the bones in the controller.

Here are several suggestions :

It is an action based game, so I think the movement is very crucial to the game feel. There are several things that can be done. First is to make the dashing snappier, a good example may be how fast a character flies in cuphead. Another thing that happens to me is that i often miss ledges, well probably mainly due to my potato level laptop, but an additional help like the "coyote time" will certainly make it smoother. Secondly, players are like dogs waiting to get a walk in the park, they can't wait to get into the actions. The player projectiles can be set faster, at least faster than player movement, and could use more "hits" on contact with enemy to make it feel more powerful.

The color codes on controller reads very nice. I always know what i am selecting even it is bitten off by the demon. But I think that you could find some ways to shorten the time needed to swap controls, since it may slow down the flow of an action game. For example in may key-binding settings, you click on a button and press the key you want to assign to, or automatically select the nearest button/slot for you to make it easier to swap buttons. If the swapping is very smooth, I think that the timer can really heighten up the challenge and fun to speed run through the levels while fixing your character on the road.

(+1)

Thank you for the feedback! The platforming definitely does have some aspects that we can tighten up. As for the projectiles, they are normally faster than the player but I've noticed on certain people on lower specs and lower framerates have been experiencing slower bullets so it probably has something to do with the framerate and is definitely something we can look into.