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My thoughts on the game in no particular order:

Very well made. I did not expect a metroid-vania in this competition given the time constraints, but you pulled it off very well. The controls were responsive. The mechanics were easy to understand. The level design made the most of the mechanics, intuitively making me attempt to use my new abilities when I didn't even know what they were.

Damage mechanics were confusing though. Sometimes I took damage while dashing into enemies. I don't know if my timing was off or what was going on. I just couldn't figure it out. I mostly avoided enemies after the first 2 deaths. Also, some fires seemed to hurt me while others didn't. All in all, the health mechanics are the only part of the game I just didn't get. Having to spend money on health to stay alive while also needing to conserve it to get though the door on the start screen was an interesting mechanic. This was a better mechanic before my first death, when I thought dying would entirely reset the game. While it would have been annoying if this was the case, the entire health system is undermined by the re-spawn system, making death nearly meaningless since I can get back to were I died with little effort most of the time. Not that I think it should have been a rouge-like, but these mechanics encourage death since it refills health, like in some shooters were suicide is an easy way to get more ammo.

I appreciate that this game is controller comparable. The graphics and art style are unique (though reminiscent of Pony Island). All in all, it was a very interesting experience and very well executed.

Sadly, I accidentally pulled off a boundary break by jumping over the left wall on the top screen, and fell into the boss fight. I am not sure how much of the game I skipped as I have not yet replayed it to explore those areas.

Really appreciate the feedback! The plan for the game was to make the map a bit larger so that you would have to use the checkpoint system a bit more and force players to decide on wasting their max health pool for less of a death penatly but ultimately the time constraint killed me a bit. Also I was more concerned with making the game easy enough rather than ungodly difficult for the sake of the mechanic.

I loved that you found a sequence breaking bug in the game, when I read it I got a big smile thinking back at seeing the speedruns at gdq.

In my comment, I somehow forgot about the time constraint. You made a fairly massive level give the 48 hour limit. Also, you are of course right that this health/checkpoint system would work very well with a larger map. I am glad you focused on a reasonable difficulty. I only realized my game was too tough the day after submitting it. I look forward to a post-jam, expanded version of this game if you choose to continue development. Best of luck!