What a rad game! The simple artstyle and tongue in cheek tone gave the game a really great atmosphere. The abilities, enemies, and final boss all made the metroidvania experience feel bite-sized and complete. I do have a few pieces of feedback, though. First off, the player movement feels pretty slow and floaty, making a few of the rooms that required more precise platforming a little frustrating. The progression gating also felt a little too linear, and not as intentional as it could be, as I was actually able to break all of the altars before I got the double jump. And an area where I would really recommend focusing on is the game's camera. There were a few rooms where there wasn't enough lookahead to tell that there was lava at the bottom, so I would unintendedly jump to my demise. But overall, this was really great work, and I'm excited to see what you do next!
Viewing post in Shred Quest 2 jam comments
Thanks. Yeah design went out the window because I got caught up in the art. Some of the progression mechanics didn't get implemented so I had to pivot a bit and decided to just make my map a pentagram/rams head to just lean into the theme more. I do intend to mess with the camera at some point to provide a little more insight into your surroundings, but in this scenario, it was just poor placement of obstacles. Non-floaty character movement is another goal for the future.
Thanks again for playing!