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(+2)

Nice one! But oh my god this is a souls-like one. It's design to kill that spaceman!

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Lol! Thanks. I definitely love a good challenge, but I hope it was not too difficult to become a nuisance.

I believe this is a side effect of playing your own games when making them - you practice a lot and they become a bit easy, so it can be challenging to tell when something is too difficult.

Would love to know if there was any specific challenge that was too tough :)

(+1)

I totally know the feeling! I am constantly getting into this trap all the time, making games a bit too complicated for players, just because it's too easy for myself playing it for 1k times already.

In general the aspect I called as souls-like is that you need to be precise to win. For example jump from the very edge to make it - a bit too early and you are dead. Jump from the specific to a specific spot  or you get hit by a plant, that will push you into the dog mouth, or into the water. So while playing I was repeating some rounds for may times, cause what felt natural lead to death and I needed to control every step of the way - jump from the very edge, but not to the full length. And so on. In general it's fine, the game should not be necessarily forgiving.

Interesting! I actually thought about it today when fixing the final level, in which I added yet another jump puzzle that requries precision. 

I think it feels a bit iffy tbh... Less like an established mechanic and more like a "hack" on my part as the creator. The original thought was that you could not stand on the pipes - instead, you'd need to time your jump so you don't get hit by the laser door.

I'll think about making the puzzles less finicky in the future. There's a fine line between too hard and too easy so it was a bit difficult to get it right. I do love the game being tough, but I don't want it to be frustrating.

Thanks for the feedback and for playing :)