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Thanks for posting here too! Addressing something I didn't addressed in the your initial post, you guessed right about the aiming: it was made so that the player can easily aim downwards. It felt awkward to aim and the shot not go through the mouse cursor, but I thought that the knockback was more important than the shot. Looking back now, I could have locked the knockback to be 8 directional, but not the shot. I also felt that the wall jumping mechanic was a bit too hard. I guess this is what game jams are for, right? We have ideas, prototype them and have people playtest them while you playtest theirs. I'm glad I seemingly got the metroidvania progress feeling right. Thank you again for playing!