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Loved the aesthetic. 

Some of the mechanics felt like they were working against each other. such as the recoil when you fired and the bullets being kind of far away when you shot made it so it was difficult to set up jumps, often recoiling into the spikes right behind you. Then also bouncing off of a bullet when you land on it made it so you had to spam jump to do what you wanted to. 

I also got a little confused when i first got the gun because the breakable blocks weren't too clear, and felt like i was supposed to go backwards, but that's possibly just unlucky as it wasn't my first reaction to just fire the gun randomly (partially because i had to go look up what button fired it). Possibly  having  space behind the blocks in that room open instead of just fully filled in with the breakable blocks would help, or possibly something to pick up on the other side it would entice the player to shoot it

Thanks! What exactly do you mean by spamming the jump button?  The player jumps automatically when you land on a bullet and if you hold the jump button while flying of it you will go higher. No need to spam, at least as I understood it. I agree with the blocks part, because I couldn't include a tutorial due to time issues and was expecting the player to randomly shoot and accidentally  hit the entrance, to create that "Aha!" effect.

Ah that makes more sense. makes it a bit easier to control. Really cool over all. I found the effects (screen shake, recoil) eventually started to becoming annoying the longer i played. Might be neat if you could think of a reason for the recoil and the bullets bumping down when you jump on them the be used as mechanics rather than just effects. 

Yes, that was what I was eventually going for, but couldn't because of time. Currently they are just effects, but they definitely could be an actual feature.