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(+1)

i suggest making revives act less like revives and more like collectibles dotted throughout the map since there isn't really a revive system in the game (and also revives just suck in the modern day where games don't need to be stupidly hard to make the game last more than 30 minutes) an example of a spot in the first level would be in the spike pit there are coins used to guide the player to a dash walljump i jumped down to see if there was anything but i couldn't find it and if something was there the controls were too slippery for me to do anything about it.

tl;dr turn revives into collectibles and make the controls smoother 

Thanks for checking this game out. Currently already working on better controls. I dont quite understand tho what ur referring to when u say the revives should be collectables?

(+1)

I think they mean the extra lives? Personally, I think the final game should just have an option to play with/without unlimited lives.
Making lives act like collectibles sounds interesting, I guess if you wanted to you could track how many lives were found in each level so completionists get a sense of accomplishment for finding them all

thanks for clarifying my point, i was thinking of that in a lore sense since we did see that lives were used to make juice for the kings live off of before runmo did a runmo