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Note that this feedback is based on the build(s) available at the end of the jam.

Multiple jump and shoot actions expressed through the same controls are a straightforward, but effective way of exploring the game's theme.

The the character and foreground art style is cute and functional, though the distant buildings in the background feel bland by comparison, and enemy projectiles could have a lot more presence if they weren't grey against a grey background.

Unfortunately, gamepad bindings didn't function correctly on my Logitech F310, and the keyboard controls are awkward with dash being bound to Q and E while movement controls are mapped to the cursor keys.

Jumping physics feels rough, with the jetpack and wall climbing abilities providing significantly greater height when activated immediately after jumping rather than when close to the peak of a jump. While this might teeeeeeechnically reflect how real physics work, it feels a bit excessive and presents these types of character controls as being about double tapping rather than timing, which would be stronger and more expressive.

The structure of the level does a good job of introducing concepts and mechanics individually while feeling like "hints you find along the way" rather than "a tutorial you have to get through.

Animations and audio would also be good areas to improve the game, but there's a cool start here.


Thanks for submitting and best of luck with the project if you continue development! :D