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I'm going to start off with something it seems some disagree with. I actually think the slidy feel adds to the game. It takes a second to get used too but I think its not a bad fit. The levels are challenging which is something I personally like. I tend to make my games on the tougher side as I enjoy a challenge. 

The best feedback I can give would be from a design perspective. The concept of rolling a D4 for powers is an interesting one. However the levels are designed in such a way that it often feels you need a utility power but makes it difficult to move from utility to combat. I think separate dice for utility and combat would help the players feel less like they are just sitting rolling for the right element. It also would let the players flow through the combat and movement. A smooth flow with the type of movement you went with would be an awesome feel, Think more Sonic than Mario.

thanks for playing!

that's an interesting thought on the movement. I must admit that making it slidy wasn't necessarily intentional - once I got to a player movement state machine  that wasn't broken, and seemed like I could make functional levels around, I mostly moved on :). that said, it's probably worth revisiting to see how it feels.

I briefly thought about how to incorporate a second die, but didn't get to it - that's a really good idea re: combat and utility separation!