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(+1)

Really enjoying the concept. One of the more intriguing things is taking abilities at the determent of yourself to negatively affect the clones (slow speed). That could  end up making some really interesting scenarios for player decisions. Did you play around with the idea of limiting how many abilities can be equipped at once?

The level immediately following the gaining of the dash ability is near impossible. The AI seems to have no rhyme or reason to be doing anything, just dashing and jumping everywhere. I think cutting down the number of enemies and going into a very decision trees (patrolling, rushing vs ranged attacking, etc) could really make them feel like a threat rather than a chaotic force of nature.
Also had a bit of a bug when I used dash for the first time. Couldn't use any other abilities until I died and re-spawned.

Attacks have a swipe sound but no hit. Adding hit sounds and bit of screen shake could really add a lot to how the hit feels.

I can tell a lot of love went into the art. If you choose to continue working on the project I think there's a lot of cool stuff here.

(+1)

Thanks a lot for the comprehensive feedback! 

Having debuffs was an "aha" moment during the design, I couldn't come up with more debuffs in the time time though. I didn't consider limiting abilities, that may be an idea.

In regards to AI: the big thing I would have liked to do was make them actually jump towards platforms, rather than do so randomly. More complex AI features would have been nice as well, but had to limit the scope for the jam. Another problem was the levels, I rushed them in the last couple hours, so enemies tend to get stuck in the pits of the levels. If the AI was smarter, or the levels were laid out differently, it could have been a lot better.

More polish to the attacks was certainly needed. Screen shake was literally on the to do list, but I just left it until the very end and there was no more time.