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(+1)

love the gameplay and art but I encountered a few bugs 

  1. the second scene that you see the Roches is  unclear when you beat both of them and go back it looks like you go back to the scene that you where at previously so why did you fight the second enemy
  2. to progress you need to make a blind jump or walk to the edge of the platform but the level design makes it look like you goal is to go up
  3. in the 3d  stage that you see the enemies the spike blends into the ground and kills you in one hit then you are set back to the beginning and it ends up being frustrating so a solution could be to add some checkpoints 
  4. the last thing is that when you are going forward then jump and hit the s to go backward you will move backwards but your player is facing the incorrect direction

overall a great game that ends up being really pretty and fun

(+1)

Thanks for the feedback, Jackewing! Some of those things you mention are on the backburner as I try to get some other things working, but tomorrow I hope to squash some of those bugs! Regarding #3, yeah I should definitely make it more noticeable as I myself have fallen into that trap a few times lol.  #4, I'm toying with the idea of leaving that as a feature, as if the player can tactically retreat backwards or forward and yet face the opposite side of movement. I may make it so the player can press a button to rotate, but if not, they'll always move in one direction and face the other. Decisions, decisions! I think part of it is wanting to incorporate some lite-fencing postures and techniques while also taking some creative liberties. We'll see what happens!

Thanks again for playing! Look forward to the final jam version tomorrow!