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(1 edit)

i always love to see SDL2 games or similar. i feel like they often feel snappy and responsive in a way that big game engine games just don't quite match, and this game is no exception. it feels lightweight and fast.

the pixel art is absolutely beautiful. the animations seem crazy detailed to me. like, how are there different death animations based on where the enemies hit you?!?! it's great.

there is one aspect of the game i greatly dislike, which is the mandated "r to restart." imo the restarts should just happen automatically, and should ideally take less than a second. but requiring to press r is especially bad. this is because i have to basically lift up my entire hand from where it is comfortably resting on x and z (or, at least, awkwardly stretch it from its comfortable position), and move it to press the r key, and then of course move it back to x and z. this feels like a gigantic interruption in the otherwise smooth control scheme, and it makes dying feel much more punishing than it actually should be. i don't want to sound like i'm over-exaggerating but i truly do believe this single feature basically broke the flow of the game completely, just because of how much of a physical interruption it is.

i suppose i should have considered rebinding the controls but i think i kinda forgot about that possibility.

anyways. there is a lot of great stuff here despite my gripes with the restarting. the gameplay itself is difficult but rewarding, although i definitely went on the easy mode with the checkpoints. i did grind out the boss fight though, which was fun if a little grueling. i think the spear is a very tricky weapon to learn how to use, especially due to the fact that tapping the attack key as fast as possible is kinda what you want to do to minimize downtime. but, this makes it all the more rewarding when you eventually figure it out.

(+1)

Thanks for playing!  Yeah I don't know what the big engine games are even doing during their loading screens.  I'm parsing a bunch of text files and even doing some image analysis to find sprite boundaries, but the program still starts instantly even in debug builds.

I've gotten a number of requests for auto-restart, so I'll have to consider if I can fit that in as an option.  I do want dying to break the flow at least a little bit, because I want the player to stop and consider changing their strategy, rather than just rushing through and hoping they don't die next time.  Also particular to this game is that the game over screen is important for story reasons, because it reminds the player that their spear is their snake companion and builds attachment because it seems to be magically reviving you, both of which are essential to make later cutscenes understandable.  I'll think if there are ways I can still satisfy these requirements with auto-revive.

(FWIW you can actually press R the moment you get hit, you don't have to wait for the "press R to restart" message to appear.  That doesn't fix having to move your hand, but you can rebind it).