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Thanks for the feedback! Yeah, the end of the level event is kind of unfinished because it was supposed to link into the cutscene system, so it's kind of a wonky stage-end trigger. I also think I went a bit overboard with the spikes at the end of the level, and I should have probably added an "not effective" hitspark and sound effect to better signpost the invulnerable areas of the boss. Also, I should have made this clearer in the post, but I posted this demo as a sort of "send-off" for this project. I'm working on another game right now, and I don't think I'll be back to this one anytime soon.