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There's a very noticeable delay every time I try to dash that makes it impossible to attack some of the skulls without getting hit, in part because it seems to be bigger right as they're about to shoot. On top of that, if the character gets hit, right after I push the button, it seems to result in the same visual feedback as if I hadn't pressed the button at all. I also can't tell the difference between letting the character fall and pressing s.

At the start of the game, there seems to be text at the top, but gets cut off by the top of the game area. My resolution is 1366x768 in case it matters.

Despite the frantic gif you put for the cover art and overuse of particles each dash, the game feels slow. There's a lot of waiting for the skulls to not have shots blocking the way, especially the blue skulls. I played until I got to two blue skulls at once, and stopped because I was tired of waiting for a safe shot.

The tutorial calling itself "hand-holding" seems like it falls in the category of derisive naming that Extra Credits has discouraged in its videos. It also doesn't feel good to have the tutorial wait till after something bad happens to give instructions. I don't see any other listing of controls, either, so I'm not sure what alternative the game is expecting.

Lastly, your descriptions all mention kicking, but the character dashes.

(+1)

Thanks for the feedback!

It seems like there might be some problems with your browser or machine if there's a noticeable delay on the dash.  It should be instantaneous and on the 6-7 or so systems we've tested on, there was no delay.  

I'm not sure of your monitors specs but we did set our itch page to play in fullscreen by default, though it doesn't seem to be true fullscreen. I'd recommend hitting the fullscreen button in the bottom right of the WebGL player. It should fix all the cropping issues, though it seems like itch just may not scale properly to any monitors other than a 16x9.

The game eases you into the difficulty, and if you saw the two small blue skulls that would've put you at level 5 or so of 20. It gets much more difficult and fast paced as you go.

We chose to keep the tutorial a bit more lighthearted against the backdrop of the dark themes of the game. The point of waiting til after something bad happens on screen is so the player learns to associate the sounds and visuals of doing something wrong before they get into the actual game. There's no way to die in the tutorial so, this really cements good/bad actions while having a bit of fun with the player.

Also, the character is definitely kicking ;)