Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(+1)

This is very solid. A lot of the mechanics are interesting and I like the style. The addition of the challenge score system in this demo is good since it made me play it more times then I thought I would trying to get that perfect score. I realized a lot of things that I would have missed on one or two playthroughs.

The slide feels really good. I got the hang of abusing slide jumping for speed running purposes and the movement started to feel really good to me. 

The weapons feel good except for the missile launcher. I'm not sure if the lag in the air is really necessary. The other weapons don't have any restrictions in the air and feel about as powerful. 

The fire mechanic is good enough to design a whole level around. Having to have enough weapon energy to burn the last set of ropes at the end is a neat little challenge. 

I feel like the controls could be streamlined a little bit. Have you thought about using the up or down inputs more? I think being able to crouch under projectiles along with a slide cancel would be good additions.

This is a minor complaint, but I kept wishing there was a faster way to get maximum height on the springs. Maybe with a well timed jump button press like in other games?

-I might do something regarding the Remote Missile's mid-air recoil. Something about it doesn't feel right. But otherwise, I did add the lag to balance it around the fact it's a powerful weapon.

-Crouching might be a feature. I'm deciding between that or multi-directional shots. Slide cancel has been added in the upcoming patch, so look forward to that!

-I've slightly adjusted the strength of the spring as it was frustratingly slow to reach maximum height. It should be noticably better in the next patch.


Thanks for the feedback!