Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(1 edit)

Cool little entry lol

Unfortunately I only managed to get till the second boss, but I think the design of this is still good

The arenas were pretty well layed out and kinda forced you to move around a lot with platforms you already jumped becoming inaccessible for a bit, or the boss making platforms inaccessible. I really had to think and strategise quite a bit when it came to which platform I should actually jump to.

Especially in the second fight where it was possible to accidentally exchange my current powerup if I wasn't careful.

However, I feel like the controls could've been better. An example would be using W and S when you're on vertical platforms. Mostly because it got confusing in the heat of battle to find out which key corresponded to which direction

And while the overall visual design is nice and simple, I feel like the boss's healthbar could've looked a little more readable. I really needed to squint some times to read it.

I'm also not really a fan of the homing missiles. With how limited your mobility is, they feel a little unfair at times. Same for the second boss's laser beam which ensures that you'll take damage no matter what if all the other platforms around you are inaccessible.

Still though, for what this game is, it's really cool.

(+1)

Hey Piggy!

Thanks a lot for your sincere comments. The lack of rigorous and proper playtesting manifested a bit in the comments you have said , so I do appreciate your sincere in-depth look into the mechanics and how things play out and the battle pacing.

I take note of your suggestions on the input, and reworking on the UI interface, as well as more proper level design to account for the lasers. That was something pointed out similarly by one other playtester I managed to pull into before releasing the game.

Biggest thanks again for your words!