Big fan of the dialogue, although I wish the movement wasn't tile based, as it can get pretty annoying to move around
Androos
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I really like how the jetpack, attack and health are all tied to the same meter; it introduces some really great limitations that the player has to work around and it provides an excellent foundation for a gameplay loop. If I had one critique, it would be that the HUD is difficult to read, and that the jump felt too floaty.
Feels like im doing this game a disservice for not playing it for hours on end, but what I did play was spectacular, especially for a project completed in under two weeks, and without any usage of a game engine too! The only real criticism I have are that pressing up to jump never feels good in a sidescroller, and there were some minor grammatical/spelling errors in the introduction.
Pure kino. Reminds me of the rage games of the mid-late 2000s. I got hit by that bird enemy and fell into a never ending pit of darkness, but I wasn't even upset. Never have I been so happy to be pissed off while playing a game. Great work, and I highly recommend that you expand on this and make a full game out of it.
I have noticed in my play testing that the game gets laggy whenever an enemy is alerted or is suspicious. My best guess is that it has to do with the audio system struggling to keep up with the action, it also seems to only be an issue on the web version, as I'm not experiencing this issue when I run the game in the editor, and I doubt that this game is particularly taxing on hardware. Nonetheless, I'm glad you tried it, and I appreciate your feedback!
I liked how psychedelic the game became in the second area, but I think that the player's controls need improvement, as its too easy to get caught on corners, and I felt like the jump was a bit unreliable. Other than that, I thought the music was good, and once the CRT effect kicks in, the game locks in. Great work!
Hey Aetherylia, I'm glad you were able to play this game, but if its not too much trouble, do you think you could replay/re-review it? I uploaded an older version of the game to better align with the rules of the jam (see the announcement for more details). Also, on the room where you thought you had to jump on the enemy, did you notice the candle by the wall? Try breaking it to see the way forward.
IMPORTANT UPDATE
In order to better abide by the rules of this jam, I have removed the updated version of this game and replaced it with the original. I highly recommend that anyone who played/reviewed this game on April 9th to replay and re-review the game. I will re-upload the updated version of the game after the jam concludes, thank you.
To rephrase what everyone else is already saying, the visuals look great. However, I found it hard to control and lacking any real difficulty. About 90 percent of the time, I found myself hugging the floor and tapping the spacebar to avoid any missiles that would lazily come at me. In the 10 percent of the time that I was airborne, I thought the jetpack was a bit overtuned, and that gravity was a bit too low. Consider reducing the power of the jetpack and increasing the power of gravity.











