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There's potential in this game for sure. Doing the "you get [x] but [y] also happens" is a nice twist on platforming powerups. To shake up things even more, what if side effects were different from level to level? Like, in one level, the heart reverses your controls, but in another it reduces your jump height? As long as the primary effect of the powerup stays consistent.

The thing that confused me most was that I couldn't use the sword the character had to fight the birds. Maybe keep the sword in a scabbard?

There were some QoL features missing, like coyote time. I also found the character getting stuck to the side of platforms a few times. But this is a jam game, and QoL is generally not a priority. Level 3 also had some confusing platform placements right after the speed boost powerup.

you actually can do that by pressing z. I probably should've put that in the description