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>Par Time: 02:10

>Clear Time: 11:20

Wew, still room for improvement on my part.

This game was AWESOME all around! The graphics, the gameplay and the atmosphere of it all was super fun. I see some comments mentioned it before, but yeah, the first thing that came to my mind too was strider, if strider had nunchucks. My suggestions are very minor in nature: One thing that felt a bit off to me was that the character moves forward when attacking. That's not a big issue, except during the final boss, where there is a good chance you bump into him and take damage while wailing on him when he is done. Another minor thing would be that I would love if you could throw shurikens while sticking to a wall, I tried that on one of the spheres and it didn't seem to work, would be neat if that was a thing, attacking while on the wall is always cool.

I don't really have anything else negative, the wall jumps felt tight and very controllable, the wall runs, once you have them figured out, where also very intuitive and fun to use, and I felt the levels were designed in a very fair way, that even if you mess up, you don't immediately end with an insta-kill. I think I also have to slightly disagree that you should signal more clearly how to deal with enemies, I think solving "how to deal with a type of enemy" is one of the most fun parts of this type of game. At least I was pretty hyped when I figured out I can slide below the dogs and the ball turret shots. Any game that can make me feel smart and cool doing stunts like that is top-cool in my book. So yeah, superb game, and, once again, really awesome!

(+1)

Thanks for the feedback, glad you enjoyed it! The character moving while attacking is something I've been on the fence about for a while, so I'll be giving that another look. As for the telegraphing I don't plan to go so far as to make it immediately obvious what the player needs to do, so no worries there.