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- too much text up front, if the player goal is not in the first two sentences, I'm skipping all text until I'm invested in the game, which I'm not on start
- if arrows aren't used for anything in game, support both them and wasd, even if you prefer one of them
- solid sound effects and artstyle is nice
- pressing down for prompts is odd, isn't it usually up?
- no idea what the "40" means when you kill something, since the counter counts the stars you collect
- expected alt+enter for fullscreen

Got to the double jump, got disappointed it's the most generic possible method of progression, boss made it better, but I quit the game after being respawned all the way at the start for losing. The game is solid and well made, potentially even immersive, but sparks little to no excitement, which could be due to how little of it I cleared.

- too much text up front, if the player goal is not in the first two sentences, I'm skipping all text until I'm invested in the game, which I'm not on start

I understand how you feel, I have a tendency to write long dialogue. The game introduction will be a nice little cutscene later on. I just didn't have time to add it in for the demo.

- if arrows aren't used for anything in game, support both them and wasd, even if you prefer one of them

you can remap keys in the options.

- pressing down for prompts is odd, isn't it usually up?

that's pretty suggestive but thank you for pointing it out.

- no idea what the "40" means when you kill something, since the counter counts the stars you collect

maybe it is a little odd to have damage numbers when you insta kill something. the reason they're there however is to indicate when an enemy isn't taking damage. since a lot of them have mechanics where you need to hit their weak spot.

- expected alt+enter for fullscreen

good point. I'll add this to the todo.

Got to the double jump, got disappointed it's the most generic possible method of progression, boss made it better, but I quit the game after being respawned all the way at the start for losing.

I'm not sure why you're disappointed. a double jump is pretty much a staple of metroidvanias, plus they feel good to use. now for the respawn thing, a lot of people seem to be walking right pass the save points. which by the way, there are 2 before the first boss. now this is more an issue to fix on my side. I think I'll have to move the first one maybe at the top of the first jump quest. that way it can act as a quick access to the boss once you get the double jump. I tried making them more noticeable by adding "S" next to their rooms. but apparently I also need to put them right in  your face so there is no chance you miss them and get the chance  to associate the "S" with a save point.


Thanks for the feedback! hopefully you play some more and reach the end. I'm sure you'd enjoy it. but please, don't skip the text :^)