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That ending was pretty clever. I like how you have to do the non-obvious thing to beat the boss and get the good ending. It also works well thematically; the game is about the player character's greed, but you beat it by being generous.

The jump feels pretty floaty and awkward. The game isn't strictly a platformer, so it's not the worst thing, but it would have been nice if it felt better. Another thing that didn't feel great was how quickly you lose all your health when you touch an enemy.

Took me a couple of tries before I figured out that the checkpoint was a checkpoint. The fact that it's to the left of where you start that area means I never touched it by accident, and it didn't look like a checkpoint.

Thank you so much for playing and your comments. OMG you really got IT.  that is what I was attempting to show in the game. You got the  Good ending !!!

I have been taking everyone's suggestions, and I implemented coyote time , Jump buffer, made the player more heavy  "weighty" with variable jump height. added a duck,  added more feed back for the fake platforms, and I am adding a few more levels, also fixed the arrows that constantly face the player .

I will take your suggestion and make the checkpoint more obvious since I am adding more levels, also the player health i have been experimenting with more health, less damage and Invincible frames to see what feels the best.

I am also looking for Ideas on how to create a better boss fight, been watching mega man videos on YouTube. I might do something like your boss fight ,  but I will have to make the Scare Crow fly. (well there are stranger things in the game ) Do you have any suggestions ?

I am planning to release the update after the Jam is finished and would really appreciate if you game it a play through when  I am done

please follow me  for the updates. this has been the most encouraging  and insightful review I have received, thanks !

(+1)

I'm happy I was able to help with my feedback. I'd be happy to play the update once its posted.

My design process for creating boss fights is finding ways to test the player's familiarity with the game's mechanics in fun/creative ways. For your game, I would think about what gameplay mechanics you want to test the player on and work from there. Personally, I think there's a lot of potential in incorporating fake platforms into the boss fight (especially since you're adding more feedback to them).

Best of luck to you in your game dev endeavors!

really great suggestion.  thank you so much !

Hey check out this dev log play through that I made for my game when you get a some time .

Finally got around to watching your dev log (sorry it took a couple of days...). Congrats on your placement in the jam! Seems like you had a good time and learned a lot. Looking forward to that improved version you've been working on.

Thanks so much for the shoutout! That was really nice of you :D