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Hey, this is great!  I'm intentionally searching out all the metroidvanias in the GMTK jam and this one is surprisingly lengthy and even has a boss.  I think the high jump mechanic should have a little more feedback to let you know it's activated (like in Mario 2, you start blinking when you've charged it enough).  There was one corridor when I had four slimes and there were three spike boys and I kept dying to them; I eventually managed to cheese it by getting close enough to the slime in the wall to get him to come to me so I could warp back to the start without having to figure out how to pass that legit.  I'm still not sure exactly how to defeat those enemies -- are they just jump on the head types?, because the spikey heads made me hesitant to do that.

Also, confused about the ending, I got over the east mountain and then fell into the void.  Seemed a bit avant-garde to me, but I guess these slimes would rather fall until integer overflow than be stuck in a cave.

Anyway, great game.  Like I said, love these metroidvanias, and this one has a lot of content and neat upgrades, which are all benefitted from the number of slimes you've joined together -- more slimes means more weight to get to more areas, more slimes means more ammo for throwing, and more slimes means a higher max charge jump.

Thanks for the detailed review! I honestly didn't expect anyone to get past the last mountain. I never tested it, I assumed the wall was high enough. Guess not! Thanks for getting to the end though! I realized the cheese a bit through development, and thought not communicating it would be enough to stave it off - not quite I guess :D. The spikey enemies were jump on the head types, samkee and I realized all too late that the spikes communicated the wrong idea. Something to know for next time! I also agree on the high jump mechanic, just one of those things you never think about while developing, it'd have taken me five minutes! Thanks again for the play though!