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Yeah it's not as much a metroidvania as I wanted it to be, originally the plan was to have the first few rooms have multiple routes for the different abilities you might have at that time, but I spent way too much time on the underlying systems of the game that the level design became the last thing and suffered a bit.  I'm glad to hear that dying a lot wasn't terrible, I tried to take inspiration from Celeste and make dying as quick as possible so the player isn't waiting forever every time they die, especially since dying a lot was expected.  Thanks for your review!