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Cool game! I loved the music and how the animations lined up with it. There are a few things I would like to make the game easier (because I am not skilled): checkpoints so I don't have to start all the way at the beginning, and more lives.

I would also have liked to see more variety in the type of platforms and enemies.

Please put your music in an autoload next time so that it doesn't start over from the beginning each time the level restarts.

(Timestamp 2:30:46)

Hello, thanks for playing, and for streaming/recording your gameplay.

The game is more of a prototype of a core gameplay loop, which would be part of a bigger experience (bits of narrative framing, multiple characters, multiple visits to monster pit, etc.)

We had to trim a lot of this down, to get something partially finished for the jam. So we focused on getting a playable monster pit, with a small variety of enemies, and one character.

Checkpoints aren't conducive to the tone we're going for; as each character is only meant to have one-shot at the monster pit.
The music also always needs to start at the same point, to allow the rhythm to match up with block-breaking.

The problems you've described would have been lessened by the inclusion of the aforementioned narrative beats & changing characters, as the player would have had breaks in between gameplay sections.

However, since the narrative & other characters are not included in this prototype, the game is more frustrating in it's structure than it was intended to be.
(I also rushed the Player-Animation & Attack Collision, leading to a lot of players commenting on the game's difficulty. This was a mistake on my part. I should have increased the size/collision of the player's hammer.)

I enjoyed watching you play, and was surprised that your "avoid enemies" run actually got you further.
I also noticed that you always aimed to fall on the bottom floor, and never the raised platforms, which was interesting. I suppose by separating the play-field, I inadvertently made gaps, which may be more satisfying to land in, rather than on the raised platforms.

We'll be working on and updating the game post-jam, so take a gander in the future if you're interested.