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(2 edits)

You've definitely improved the presentation from last year's entry, but I was unable to finish this because I got too frustrated on the 8th stage.

What really holds this back for me is the wall-jumping. It feels sloppy and clunky. I wasn't a big fan of it last year but I think it was much less noticeable for me because your stage design in Hellcat Liv didn't get as challenging from what I remember (if I'm wrong I apologize, I think I got to the end of the build at the time).

I got through most of this with minor issues but that 8th stage really pushes the game design when it comes to the wall jumping because you are under strict pressure to get out of each tunnel before the spiked hazards move into you. I don't see any practical reason why I should have to hold away from the wall in order to initiate a wall-jump. The moment I enter a wall-hugging state after holding towards a wall, I should be able to cancel into a wall-jump if I press the jump button. It forces you to jump away from the wall anyways so it's not like the player can abuse this to stay on the same wall. It's also quicker to do.

I think if you're going to have multiple difficulties for each stage, you need to add in more enemies or something (maybe they can also move faster relative to the easier difficulties, etc.) Right now it's basically: do the stage, do the same thing again but with less lives, do the same thing again but with 1 life. I do like how doing the medium difficulty uses a different character, but maybe he should have some kind of unique trait or something?

I liked your music choices. The stage that went de-saturated and had the piano music was also funny as a juxtaposition.