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Some things made the game feel quite unpolished to me.

-The character and backgrounds having different pixel sizes made the two clash a lot, in terms of art style.

-A lot of the level design feels very haphazard, like a bunch of blocks were just scribbled around a bit at random.

-In the level where you go down a shaft with many slimes, when you reach the bottom, there are many slimes overlapping the goal. It seems impossible to get past that without taking a hit, and that's kind of cheap.

The art being unpolished was my fault. This was my first time making a lot of art for a game so I didn't even consider how pixel sizes would affect anything. The level design for level 3 was meant to feel haphazard to show a sort of run down place, but the other levels definitely needed polish. For the falling level the point was that you jump into the fire and basically never hit the ground so you stayed safe, though I didn't make that very clear.

Overall, the game was mostly unpolished because of a lack of time. We were going to have an artist make the art but he was busy part way through so art took time away from coding and design. Thanks for the helpful feedback and it's definitely given me things to look out for in future games!

I did think jumping into the fire was the intent, but after jumping into the fire, I still took damage and died from being at 1 health at that time.

It's good to learn.