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I've never actually played this before, so I'm getting my first look with this. First I wanna mention that the visuals are really incredible. The only thing I might say is that the repeating brown ground tile might be too busy or that a closer background layer might be nice, but you have a nice style here and everything looks good. The tops of the grass tiles especially look nice.

Controls to me felt punishing. I felt like I was moving too fast with small inputs, so it was hard to maneuver, especially on the tree with the cut off limbs. Also, because of how fast you go and how small some of your attack hitboxes are it felt too risky to jump into a bee or something and attack, because I would almost always take damage immediately after attacking. Also, while I liked the roll attack, having the bounce be so hard to control was really frustrating, especially when it wouldn't kill the enemy and forced me to redo an entire climb. Having it send you further up might feel better, definitely experiment. Also I see what youre saying about teaching the player the up kick, and while this is how I got out of the starting area, it didn't really click to me that this was a double jump, I honestly thought I'd cheesed the game with this.

This game looks and sounds really nice (I think I heard 3D audio effects?) but it feels kinda imprecise. I wish I'd been playing it all these past demo days, keep it up!

Hey, thanks for playing. I'm glad you like the visuals, even though looking at your recent spritework I feel like I'm far behind you. There was actually going to be one more background layer in front of the others, but I didn't manage to finish it in time for this demo, and there's a slight perspective issue with the current layers that's bugging me which I might attempt fixing first.

I've got lots of similar feedback on the controls, and since I want to keep the combat pretty similar to what it is now, I'll probably reduce the inertia a bit more to allow for more precision, and perhaps reduce the max horizontal speed to previous demo levels. There'll definitely be tweaks to the attacks too, and perhaps a few more of them; there's already a simple autocombo implementation in the game but no attacks to combo into yet.

There's indeed a kind of simple 3D effect for some sounds, it's a built-in feature of SDL_Mixer and quite easy to use.