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Graphics and animation is really well done, with some satisfying squishing and great use of bloom. Levels are nicely designed to 'tease' player with initially unreachable collectibles and the use of sloped platforms to impose a one-way cliff is very natural. It's also really impressive that you have the time to be able to implement a minimap system, which is a real helpful feature.

It took me a bit of fidgeting to actually know how to use the seed form, but it's cool how many more paths it opened up. I find it difficult to know where I'm supposed to go most of the time after the first boss. To me, I think that it lacks a 'critical path', making it feel like I'm just taking detours, rather than knowing that I'm on the intended path. Coyote time will also help a lot with some of the tight jumps. Doors are also hard to spot, but the minimap helped with it.

Still, I think it's a fun game revolving around a cool spear platforming mechanic that's worth exploring and experimenting with. Great submission!

Thanks a bunch for the feedback. I will look into how to implement coyote time for sure!