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This was certainly interesting. The sound effects and music were ... kinda fun. I liked them. 

I also think the dash ability with the wall bounce feels amazing and it would have been great to get to string multiple of those together eventually but it is always limited to only one. 

Also the feeling when you kill a boss is fantastic , so incredibly anime.  You slice through it, wait and then it bursts into a thousand little pieces. Great stuff. 

Two points of criticism I have are that there seems to be something weird going on when you hold down jump and release it at the apex. It makes you do a little mini double jump that I think isn't intended.

The other thing is that the explody bits made the game slow down a lot. No idea why that is though. Maybe just too many physics objects interacting with each other. 


Overall I enjoyed it. Good job.

Thanks a lot for playing and giving feedback. I liked the wall bounce effect as well, and did consider the possibility of allowing for a player to chain it up to 3 times, but I chose to stick to just the one. And man, that boss effect made me laugh so hard when I first beat it after implementing that effect. You're dead on about the anime-ish quality to it. Like a samurai slicing through the enemy, a moment where nothing happens, and then the blood sput happens. One of the highlight of making the game was that little detail.

As for the criticisms, the little lift you get on release was bug that I ended up just accepting. It was introduced when I implemented variable jumping. And yeah, too many simultaneous explosions caused lag most likely due to the the amount of physics objects interacting with each other. 

Thanks again for the feedback!