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(2 edits)

[edit] I went back to check, am I in fact creating the holes when I throw the axes?! But you kindly prevented me from creating unpassable gaps??

93.9 is the best I could do! I don't know why a game with only two buttons is so difficult for my brain to handle, I did a lot of jumping when I meant to shoot and viceversa. I found it was easiest if I just kept shooting at all times and concentrated on the jumping. Speaking of the jumping, I found the bits where there's two tiles set up next to the other with the first lower than the second to be the toughest to navigate. It's also a little bit unintuitive to know which gaps can be safely run across, though I learned those fairly quickly for the most part.

The dialogue exchanges are a fun touch in the game over screens, I got to the point where they ran out of memory. :) Based on the story I think it would have been really neat if every destroyed enemy actually did open up a hole in the top half of the screen, making it so that the player really is responsible for creating the platforming section while also being forced to do so in order to defeat enemies. It would also prevent the player from simply mashing the attack button since there would be a bit of planning on where and when to create holes that could be traversed. It really does work that way! I just assumed wrong since there's always a jump which can be successfully made even if I'm spamming the attacks nonstop. Wow! :D

(+1)

Thanks for the comments. 93.9 is a very good score. And yes - the holes are created when you throw the axes but it avoids situations that would make it impossible for the player to jump. So throwing axes makes jumping harder but never impossible - the player is always going to die but I wanted them to know it was timing that they could get better at than because this impossible situation came up.

That's fair! If I'd come upon a huge pit I couldn't possibly jump I'd probably have been confused and not realized it was my own fault. Maybe some sort of animation showing the axes fly upward into the dividing platform and breaking it? I know as it currently is they have to create the holes further along and out of sight, but it's an idea if you had interest in pursuing the game's concept further. :)

(+1)

Yup, good idea...thanks - that connection between axes/holes could be clearer and that would definitely do it and be a more visually interesting game.