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This is a great game content-wise, I really enjoyed the use of wall jumping but when I was playing I kept missing jumps off of the wall because you had to face the wall and jump then immediately face away, it was hard to get used to as typically when wall jumping in something like Mario you just jump in the opposite direction of the wall. As in you would need to ignore movement input after jumping off of the wall for x amount of time. Also because of how you coded wall jumping you could wall jump off of anything so if you were pushing right up any of the blocks in a stair shape you would end up jumping off of the wall pushing you backward. I wanted to ask, for the double jump could you not code it to use the same button? I don't think I've ever played something where the second jump is a different button, not the worst thing, just different. Also, the colliders seem odd like there were many times where when touching an enemy I would bounce off of them and not take damage or I would hit an enemy, they would die, and their collider would keep moving and still kill me (Specifically the bats for that one). The boxes that you could interact with had very touchy physics, if you stand on the corners you constantly move in a direction and if you fall on a corner and it flips it can send your character flying. The platforming felt inconsistent because there was no leeway for running off the platform and hitting a jump at the last second, I believe mist already mentioned this one. I really enjoyed the boss level's design, very reminiscent of the final boss in halo 2. The only issue I have is that it seems like the bosses hitbox is designed in a way where you can only hit his lower body, I initially thought the boxes near him were supposed to be moved to block the enemies falling down near them but the bats always hit them back up. So when I would drop down to fight the boss down there the enemies were too close and because I could only hit sideways it was very easy for them to kill me. I think it's a good way to punish the player for not killing the knights as they flood in but in this area. 

Summary : 

Your art was great and it worked well for conveying the theme.

The movement was frustrating because jumping was inconsistent and it was odd that you had to face the direction of a wall in order to jump off it, it made the bit where you drop down and double jump to the right in the under bar/castle area much more difficult. It would be fine if you slid down the wall when pushing up against it that way it's easier to time your jump. 

The level design was great except for the bat portion because as I was trying to complete it I would constantly encounter that issue where the character would jump off of the stair portion sending me back. Also, I didn't realize you could kill the big swarm of bats because I thought it would just penalize you for stopping, not really a problem just something I didn't expect.

I definitely think your game was the most complete out of all of them and that you did a great job by creating a complete story with your cohesive-level design.