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(+1)

I had fun with the game
I loved the mechanic used, having two ways to shoot gave a unique view per game, and having two types of enemies helped to highlight this mechanic. Missing something that better shows who was hit, maybe making the enemy that took damage blink is an option.
The level design is also very good, it gives a challenge, but it helps to understand what I can do with the mechanics.
I had several tries until I managed to finish it, it was almost at the end when I died, so that made me want to play differently. By combining the jump with the dark shots, the jump was very high, so the game becomes a true speed run challenge, with precise jumps, and a high risk of failure.
It's very challenging, but it's very rewarding comes the end.

(+1)

I love watching speedruns. That's why I have kept speedrun potentials when designing the base mechanics and the levels. I even intentionally left some exploits where you can just accumulate enough speed and skip everything 😏

Also, have you watched the promo video I made? It's pretty bad but still kinda funny imo. I wonder if this video makes people want to play my game more or less...

(+1)

I saw it, and I thought it was fun.

I think the voice acting highlights the game's humor (even if it's of dubious quality). And the story works well with the page description.

But I thought it was a little too long, usually a promotional video tries to hold the viewer more. The dialogue scenes were a little long, taking up space in the gameplay.

Nowadays it's quite difficult to get someone's attention on video, it's common for people to lose their attention to something that takes a while, but I believe that after someone finishes watching, they might actually want to play the game.