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(+1)

What worked:

I like the pick a path difficulty idea. It lets the player make risk vs reward decisions to help them in the future, or to lower the difficulty if they feel it necessary. The art looks very nice, and the theme is done well. The concept of a complete restart is brutal, but can be done well if the deaths feel fair.

What didn't:

Some power-ups seem to hinder the player. The increased jump height meant that I kept slamming my head into spikes (the first dash level especially). The only way to get around this was to dash to cut my jumps short, which with the increased dash power sent me past the blocks. I then had to double jump to recover, sending me into the spikes anyway.

The text is pretty hard to read due to the background and the dots that appear as part of the texture at times. The UI also takes over a significant portion of the screen before disappearing in each level. It makes it hard to see, especially when you've already read it and are replaying levels.

Respawning needs a small delay. There were many times I would die and immediately run off a platform due to still holding the right button.

Movement should be tightened a bit, or level design should be matched closer to current movement. (most notably air mobility)

Bugs:

Everything (spikes and pit) on Level 6 (path of brave) seems to take out 3 hp at a time? I'm not sure if this is intended.

Level 9 (path of brave) seems to have an invisible spike/collider above the first spike tower? (maybe I just couldn't see it before dying)

Double-jump doesn't seem to work while running or dashing off a platform instead of jumping off (only works when following a normal jump, dash doesn't affect it either way (can jump after dash, but only after a normal jump)).

Great job! (2m, 9 sec, full brave)

(+1)

Thanks for the highly detailed review!!!

What worked:

- That was the plan. To give player the control which can be changed anytime during the gameplay.

What didn't:

- I'm planning to add a variable jump height (the longer you press the key, the higher you jump till what is the max jump height allowed). This should largely fix that issue.

- Hmm, that's a really good point. I added dithering since without it the text didn't feel part of the game. Also, due to colour inversion, there were some issues. I do get your point tho. Maybe I'll add a feature that those will only be visible the first time or when you replay the tutorial.

- We did make the respawning & health part in the last few hours so it doesn't have enough polish. But point noted!

- Same with the movement. The plan was to go with Celeste style movement, but need to rework it a lot.

Bugs:

- We're aware of this bug after some other reviews also mentioned it. We'll push a patch soon.

- Hmm, I'll have a look, there were some disabled traps left so maybe it's one of those.

- So the way double jump is designed is, that it'll only work after you jump off a platform are haven't touched the ground. I think adding a slight leeway time could fix this, but will try to replicate what you mentioned.

Thanks for the thorough playtest and for reporting them! It means a lot!

Also, congrats on the near 2-minute score on full brave mode! That's amazing and possibly the highest so far!