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(1 edit)

Overall its enjoyable but can be frustrating cause of blind jumps and timings in later stages. I had to look up what level 10 looks like because i kept dying to things i couldn't see which was pretty annoying. Another thing i should mention is dashing into flying icons - it feels like their sprites are too large for their hitbox. Id often clearly dash into them but fall down because i guess i didn't touch their hitbox? I also found it unclear which blocks would disappear after shifting. Sometimes it was the ones with yellow inside, sometimes ones with a yellow outline, and sometimes the platforms that would shift would be just red. It more or less became a guessing game as to when i should shift, which in later levels felt more like a second thought anyway where the level basically goes "alright, you cant go any further without shifting, so shift here" rather than something you should think about doing like in earlier stages (aka feels a bit rushed but its understandable since game jam and all that jazz, i'm sure if the dev had more time, the levels would be much more polished). Other than that it was pretty enjoyable, controller support is good enough (xbox controller) (not to say its bad, its perfectly good, tho you have to use the stick to navigate through menus; dpad doesn't work in menus, but it works in game), tho i wish restart could be bound to something else personally; its not like that is a big deal or anything, just that i would've personally preferred it on Y rather than back button as an option 🤷‍♀️.

If you enjoyed Celeste, you'll probably enjoy this as well. Its got interesting mechanics which it uses well for the most part (again, hitboxes felt a bit iffy at times but its not a HUGE huge deal, it was only for that one thing which didn't happen too often anyway) tho some go underused. Strongly recommend you download the game rather than playing in browser cause of input lag (trust me, you'll need it for stage 10.)

Edit: i just watched dev commentary, and yea, felt pretty inspired by celeste, though because ive played through celeste (for the most part (i still have yet to beat farewell cause man i just dont have time lmao) i didnt have issues with the difficulty.. in fact, i appreciated more difficult levels, but not all deaths feel fair because again, blinds jump in level 10. still tho, overall its a good game, comment below me had a good suggestion that there should be a way for you to see what youre gonna have to do later on in the level

(+3)

Thanks for the feedback! I really do appreciate it, I've already noted lots of things for the next time I make a game. 

  • If I had more time I would have loved to polish the game's camera, the vertical scrolling definitely doesn't cooperate in level 10 but I was a little stubborn about zooming out since I like consistency
  • Normal icon hitboxes are actually pretty generous, but the jetpack ones definitely need to be wider. 100% agree
  • You're totally right about not being able to tell which platforms will change when shifting, usually they're styled differently but it changes in pretty much every level. The biggest giveaway is the more saturated outline, but I admit it could have ben done better. Constrained myself to a pretty small color palette for the game.
  • Controller support was completely untested so I'm glad that worked out LMAO, I had to switch to Unity's new input system to get mobile buttons working and I decided to bind some controller buttons while I was at it
(+2)

the games very fun tho, try making a level editor