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the movement felt so good in this! i loved having to like trace my way around the edges of the various shapes. jumping was a litle tricky for me during the boss fight, but during the less hectic moments it worked really well for me!

the boss fight had very fun and different moves, i especially liked the simplicity of the long beam that forces you to hide behind a rock. i just wish that i had maybe a few hearts or something instead of instantly being killed. i reaaaaallly appreciated that getting killed didn't reset the boss encounter :) but dying instantly instead of having a few hits gave me less of an opportunity to feel like i was learning how to be better against this boss. i definitely WAS learning, but i think the feeling is there less when you instantly die.

art was beautiful! those colors were popping!! off my screen!! incredible

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Thank you very much for your kind words :D

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Thx a lot for this revelant observation. Our goal was to make people learning the patterns so you really understood what was going on. An idea we couldn't implement was to make a pseudo-life system (like "Garlic") where the character need two consecutive hit to be killed. First hit make you vulnerable and disable your shoot for a certain duration so you can escape or die (then being spitted again ;) )