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(+1)

- Man, the difficulty is really punishing here haha. Not necessarily a bad thing, but with this level of difficulty, every single thing has to be extremely clear and deliberate. For instance, when I jumped into the path of an enemy projectile and died, that's fair. That's my fault. When I fell down and landed on something I couldn't see that killed me, that doesn't feel good, just a bit frustrating.

- I like the look of the game, I think you have a cool style going on. 

- Not sure I like the fireball system you have. It almost seems like more of a puzzle mechanic in the middle of an action game. When I was turning the fireballs around, I never really meant to, I was just navigating around and trying to shoot a fireball the other direction. Not quite sure why I have to click twice to launch the fireball. It lead to me just clicking wildly, there was no reason not to just shoot as many as I could as quickly as possible.

Keep polishing the core systems up and I think you could have a pretty nice little difficult platformer.

(+1)

It's something I made in a couple of days to get back into gamedev. I agree I should have playtested more with stuff like this, especially with killing enemies in different order than I usually do or not killing enemies at times. It's stuff I have to test with level design in general. I spent most of the time on making the art, it's something I have struggled with past games, and I liked how it came out. It's stuff that comes with practice. With the fireballs, I didn't want it to be normal and to be something unique or at least different. It's something I was testing out. The fireballs not going immediately is because I wanted to try out traps you can lure enemies into, so it would be an extra dynamic for players. If more people don't like it, I'll rework it if I make a sequel. I didn't think of adding check points with the game only being one level with a boss, if I make a sequel there will be some checkpoints. 

Thanks for the constructive feedback. I'll definitely take note of it for the future.