Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

I really wanted to like this game because of how nice it looks, and I love the concept of "Celeste Chase Sequence but Whole Game is That Tho...", but I just couldn't. And let me preface this by saying all of this comes from a place of passion, and wanting this game to be something special, because you've got a great start, but it just feels wrong in my opinion, and I want to like it. 

The main issue is the level design. I'm not a huge-fan of this style of platformer controls, but obviously great games have been made with it (best example of something similar being Super Meat Boy), so I don't think those are inherently the problem, as they are they feel alright, probably would need some tweaking, but I didn't have time to dig deep enough into that, but my 2 main suggestions would be: 

1. Make them faster: it's a super long acceleration, deceleration and turning time, but the top speed doesn't really justify it taking that much time. Of course alternative to this would be reducing the acceleration, deceleration and turning time, but that feels like an even more fundamental change to how the character feels than increasing the speed. 

2. Change the animation: This sort of goes in tandem with other change, but the current animation feels too slow for both the character's speed and the accel/deceleration, and it makes movement feel slightly sluggish. 


But these changes don't fix this game biggest flaw. The game feels:

1. Too tight,

2. Too precise.

There are a lot of corridors in the tower and due to the high and floaty jump it's hard to properly maneuver through these tight spaces, but it feels more unfair and like the jump sending you up like your on the moon, than like a fair challenge like the tight spaces in Celeste, or Hollow Knight, or Shovel Knight. 

And in the outside areas (inside too, but outside especially), there are jumps where you feel like you have to jump on the last frame of coyote time to land on the platform you are aiming for, which again feels unfair. A lot of these jumps are so wide they are offscreen, leading to misleading moments or blind jumps, but this might just all be an issue with framing.  

Sorry if this review is harsh, but like I said, it is coming from a place of love and hope. Have a great day, and hope this was useful to you in some way.