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(2 edits)

Aesthetically gorgeous with a lot of wonderful work put into it, but thoroughly and needlessly frustrating oof. There's so much craft and love put into the level design so it's a shame to see all that brought down by a combination of the tiniest of things. The wall-running thing was strange when it's where the majority of your momentum comes from but it's acceptable and made some good challenges. I think that mechanic needed an intro level that explained it a lot better. The bottom of the level itself is so cluttered that it was really hard to tell what's going on, so some tutorial-styled level design would've been a good addition there. What I really couldn't get used to without getting frustrated was the fact that Marisa's acceleration will start off super slowly and then catapult into high speeds. And considering most of the jumps were vertical-based and precise, that doubly worked against it. The fairies were the worst though and I just ignored them eventually. It was already hard enough to deal with them (and dealing with them basically did nothing), so when you kept adding more they eventually became completely not worth dealing with.

I liked some smaller stuff like the ladders you can swing around with your shot. Putting more physics and shot based puzzles could've been a good focus over the weird fairy stuff. I also liked the big complex map as a whole and wouldn't have minded the ability to lose some progress as much if the controls were solid. Unfortunately though there's a lot of design decisions here that cause frustration and I think that needed a lot more attention.