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This had a really cool feel. it was like if you had zero from megaman x in a much more open, free-form level. i could see it being applied in the future to taking this kind of gameplay into a metroidvania direction, which, surprisingly, i don't think i've personally seen before. controls are a bit unrefined and floaty, but its a jam game. it was very polite of you to refill the players health on exiting a room. a real game of that era would not have been so kind lol. and it helps since the enemies here can tear you to shreds in seconds. it shows a ton of potential and i had a good time!

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Thanks Em Kyla :)

That's the feel i was aiming for gameplay wise, and threw in a tiny hint of strider because i didn't feel confident pulling off a similar complex saber combo system like in the X /Zero games, especially in a jam context XD

Funny that you bring such a concept up cause i would totally like to make something in this vein in the longrun on my gamedev journey at some point :D

yeah controls need some work, i've made them a bit too direct and basic but i'll try to improve that, i've been doing a bit more top down stuff lately so this also did not help me going back into platformer controls after not doing them for a bit of time :p

Yeah having played such games back in the day, i always try to ben a bit more generous cause i think in most cases when games did this back then it was really artificially increasing the difficulty, probably cause most of the older stuff was for a time using arcade as a base model for difficulty. That being said i also totally screwed up my difficulty balance when it comes to enemies i'll admit ^^'

Still,  glad you had a good time even with all the rough spots my game has :D