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The art is really good. Like, really good. I think the concept is also pretty intriguing. However, some of the bosses feel unfair. I think adding checkpoints between them could help a lot, so you could learn their attacks better. The first boss was pretty good. The skull car has an awesome design. However, you can get stuck between the wall and the car and basically just lose instantly, and it also doesn't have much telegraphing on it's attacks. The third phase was also pretty good, although the lasers made some hits impossible to avoid. However, on the 4th phase, I'm not quite sure how to dodge the hands, since the skull also hurts you, and there don't seem to be any spaces that you can fit through. Also, the player sometimes disappears for a bit when they take damage, which made it a bit confusing on where you are and caused me to lose a lot. While I personally found it too hard, I think if you decide to expand on this in a feature round, and fix up some of the issues, it could definitely be a really solid entry.

Great feedback. Sorry about all that and thank you for playing. It was much harder, so I toned it down a lot, and was worried it would be too easy, but I built it and played through a lot so it's hard to gauge.. I think the player disappearing is definitely not working as intended on some people's machines, I see the problem in how it done and can fix that pretty easily. The tank pinching, you should be able to jump out of it (see video). The third phase it's easy once you see the laser pattern. And for the hands, dodge the pounds and jump up between the head and fist on either side during the sweeps, I left the hits pretty low on that phases since I thought it would be boring to go through too many of the same basic pattern. Here's a video fighting through the whole thing (it shows how to jump out from the tank pinching and beating the third phase without taking any damage):