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It is hard indeed! I might tune it down a bit... but as you progress you get to add extra health up to 8, so it gets slightly easier.

I worked hard on the navigation system so I am really encouraged by your comment.

It's always a challenge to tell the player about the gameplay elements without words! Like that health power up, I gave it a different color but I will think about adding a clue... like at first, the skeletons were dropping balls of energy that were looking alike the health power-up... maybe bring back that. 

So thanks a lot! I'm glad you enjoyed it :) 

Favourable powerups could have more angel style wings, with the bat wings relegated to the power-downs?

Also, I think the first time I was in the village area with the 3 front doors, the skull was very nearly instantly hitting spikes. Wasn't as bad when I returned from the area above, but that first time round I was expecting to start with choosing a launch direction from the paddle, so taking damage there would have felt a touch unfair.

Played a bit more (love the spider area) and found a boss, let's see how terribly I do against him :P

Also, at first I thought the magnet would be a consumable that I'd have to re-earn but I guess not. For some more tricky parts I did find the best strategy was fairly constantly tapping B to avoid spikes. Seemed like a bit of a cheese, is this intentionally an optimal playstyle?

(+1)

Yeah there are a lot of fine tuning left to do!

When you use some items, it resets the mana meter. You cannot re-use an item while the meter is refilling. This will avoid tapping B repeatedly, but it seems the refilling speed is too quick! I'll have to balance it out!