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Really nice art and cool visuals, but I feel like the cool visuals are so detached from the gameplay they are a little wasted, there's not really an interesting transition when you hit stuff, and the enemies and spikes feel a bit unimaginative compared to the wild background art.

Platformer controls had a few issues, the player moves in weird ways, especially when falling off ledges there is some weird hyper acceleration going on, the hitboxes are also quite unforgiving, pickups are small but enemies are large compared to their visuals (at least it feels that way) and the player moves almost uncontrollably fast given the tiny screen size.

It feels like the player movement and power up design is designed around a fast paced flow state game where you're moving through the levels smoothly, but the reality is quite the opposite, you need to be slow, methodical and careful. Potentially this is an issue on my end for putting my own expectations on how the game should work, but it felt like there was a disconnect.

Tweaking level designs to be more flow statey, where you can maintain high speed, rapidly dodge or hit specific targets etc. I think would have made this actually very very fun, and a few early levels feel this way to me, so potentially there was just not enough time to iterate on the levels in testing.

Great work again with the visuals, I feel like this criticism is a bit negative but this game is one of the most eye catching I've seen which is impressive and shows clear capability, the tricky part now is building gameplay that's just as solid and exciting as the visuals, when you can nail both you'll have something truly amazing on your hands and I look forward to seeing it!