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That's a very nice little one. It's overall pretty fun to play, even thought I wish there were some more movement upgrades, but no problem, the upgrades we have here are actually pretty creative.
Also something a little unusual to say, but I really appreciate the fact you simply added coyote time at all. That's one of those things most jam entries usually never actually bother on doing (or I just never notice, idk), and that's usually fine, but on this one in specific it was a very huge plus specially because of how much breakable platforms there were on it.
There's also the little snippets of lore you added throught those stone drawings you put near the upgrades, that I also always appreciate, even tought that's just a small thing.

Altought as other people already said, the map is a little too big for it's own good, so getting lost is pretty easy, and the spikes really just look like decoration and also are almost always blending in with the BG so it was kinda hard to even see them on some occasions.
Some other nitpicks I had myself tho, are the fact that the breakable platforms will break by me just touching them on any direction rather than only doing so when I stand on them, so that made them feel a little janky sometimes, more specifically when they were on top of waterfalls I had to climb.
The laser cristal enemies are also literally impossible to avoid, since their lazers comes out immdiatelly, aims at you with deadeye precision and has no telegraphing whatsoever, wich is just plain cheating from their part. That made the earth spell needlesly frustrating to get because since I respawn with 1 hp, I was forced to backtrack and farm some slimes to be able to tank the lasers.
The boss at the end is also a little underwhelming, since his attacks takes a little too long to cycle, and since you need for him to be vulnerable in order to hit him it kinda just became a waiting game, wich for a bossfight is almost never good. His attacks are also not telegraphed at all, but since it has a fixed pattern that didn't bother as much as it would, but still, I took some cheap damage at first. I also discovered the waterfall next to him was supposed to be used as a barrier by complete accident, so having tutorialized me that the frozen water could block the lasers beforehand with the little laser dudes from before would have been nice.

Also, I really hate to be that guy, but some of the tilemap on some parts of the game doesn't fit togheter properly lol, not only on a lot of room edges, but also on some very random parts of the world. (This really doesn't impact the game at all, it's just me being annoying)

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Thank you very much for the comment! 

I kind of agree about the movement thing. During the jam I was thinking about giving the player double jump and dash as basic movement or somewhere near the start and then building upon this with current upgrades. But sadly I felt I would be completely defeated by level design if I did that. Also I am so happy you liked the lore snippets, as you say it is just a small thing, but I felt adding them could be nice for some background lore, without too much dialogue.

I understand what you mean about the breakable platforms, it may look slightly janky, but I also tried to build some jumping puzzles around that. It also applies to them on waterfalls as I wanted the player to not really have stable ground there, for added difficulty. But honestly I can see how it could also become problematic. About the laser crystals, it was a last minute change, because before I felt they wouldn't shoot at you at all when you ran past them, so admittedly I probably tuned it too much to the other side. Lastly the boss, those are all fair points. I was quite unsure how to tune the difficulty for him and in the end I did notice on the last day that he is probably a fair bit too easy, but didn't manage to do a lot about it. Also I really appreciate you telling me about the telegraphed attacks. I felt I did a bit of it in the animations(both boss and small crystals go up, and slime below them rises before their attack) but I can see how it is not enough, I will definitely try to improve upon it in the future. And there is nothing wrong with being that guy, I believe I know what you mean with the tilemaps and it may be because of how I separated them for optimization. I was hoping it wouldn't be too noticable, but I will try to hide it better :D

All in all, thank you for playing and giving a feedback, I appreciate it!