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Bad Piggy

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A member registered Aug 01, 2019 · View creator page →

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I'm personally not a fan of visual novels, or adventure games with only little interactivity

But this was great ngl

It's got some cool lore and stellar presentation, so much so that I re-played it just to see if there were more endings ( got 3 endings )

I'm guessing this wasn't supposed to be funny and was probably supposed to be a jumpscare, but the father telling me I was unworthy made me burst out laughing lol.

Same for one of the er ...... pie endings with the butler if you and try and resist in your room. Not too many games really pull off dark humour well tbh. You definitely did it here

In fact, the atmosphere as a whole was really damn great, specifically because of how good the sound effects were at setting the mood. 

There's not too much I can say since I don't really play VN's much, but I'd say the fact that I was compelled enough to play through and see the other endings definitely means that you did something right. I guess if I had to nitpick, I'd say that the jumpscares ( like the statue ) were a little too predictable.

But again, that's just a nitpick. Great stuff here



Pretty cool game lol

The presentation as a whole was cool. Enemy types were easy to differentiate between and looked distinct

The monster was well animated, let it be the tentacles, or the eyes. And yes, you definitely should check out Carrion since that game was the first thing that came to my mind when I saw this lol

But even then, I'd say this is still unique by itself. Let it be the upgrade system or with how combat works

However, I'm not entirely sure how I feel about the upgrade system. Sometimes it can kinda screw you over and give you mostly defensive upgrades when you really need offensive upgrades and vice versa.

Speaking of which, the eye lasers seemed a little too underpowered. They really only became useful when I had multiple of them. My winning run had me using only tentacles and a few dashes, so I think some balancing is definitely needed here.

All things considered though, I think this game was pretty damn good for what it is. Great work on this
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Apologies for any bugs, but you can press R at any time to restart.

Great timing and thanks for playing :)


Played twice and got till 100% and I died then and there both times. Is this supposed to happen ?

Either way, cute little game lol. Loved the overall presentation and the designs of the creatures.

However, I kinda wish that the enemies behaved a little differently. They all looked different of course, but because they all acted the same, it felt like I was just fighting the same enemy 100 times.

I was also able to just stay in place most of the time since your melee attack covers all around you. It was only when things got really hectic around the 70-75% mark that I really had to move a bit since enemies also seemed to have a little more health as well.

But still, this was a pretty cool game overall. Nice job on this


Great stuff here lol

Presentation as a whole is incredible. The visuals are spectacular and the amount of environmental storytelling here was amazing as well

I appreciate that the colliders on the sawblades and even the walls were somewhat forgiving

platforming in the beginning ( Or I guess " falling with style " ) was a lot more intuitive than I thought it'd be. But going back up the second time was definitely harder, primarily because it seemed like I was continuously accelerating a little too much

I even ended up clipping through the platforms sometimes as a result lol. ( Speedrun strat for anyone who hasn't noticed it yet )

The checkpoints as a whole are well spaced and never felt unfair frankly. Overall I'd say this was a pretty damn good entry


Pretty cool game lol

The colour pallete was nice. The levels in general were also pretty pleasant to look at, even if they mostly looked the same. Unfortunately,  as a result I got lost a LOT. The game desperately needed a map which gets revealed the more you explore.

Also, were the levels procedurally generated ?  I felt like the levels were a little too similar because of the above reason, but I also felt like some sections were a little different lol.

The machine gun was fun to shoot, as was your starting weapon. However, the shotgun really needed a little more oomph to it. It felt kinda limp in comparison.

The enemies really needed a shadow or something, because it got annoying when they just came out of a random corner and blindsided you

I also wish that the points you get through the crystals were used for more than just gatekeeping the guns.  Since it seemed kinda useless to collect them in general

But despite all of these issues, I couldn't stop playing until I reached the end lol. Idk what it is, but the game still has a good amount of charm to it. You have the base for something cool here. If you can tie all of these mechanics together somehow ( collecting crystals, finding the anomalies and bombs ) you could make something really good. But as it stands, it's a cool little jam game

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I don't know what I played, but it was cool


Hey thanks for playing and for the feedback :)

Although I should probably clarify that if you took a hit and you were still alive, you're life bar probably wasn't empty.

Anything around 5 hp or lesser looks like the bar is at 0. I'm not too sure how to fix that yet tbh.

But either way, thank you for playing :). Apologies for some of the bugs

Thank you for playing and for the feedback :) 

but I just want to make it clear that I didn't make the music lol.

That's from Pixabay ( mentioned the links in the game's page )

Phenomenal atmosphere. Seeing the person on the left show me that note was a real " oh-crap " moment for me, outside of the jump scares by the boss lol

Also love the ducc on the left of the table

The way the environment changed over time and people started disappearing was pretty subtle and cool as well. 

Honestly  I don't have any complaints. This is a cool little horror game




Highest I could go lol

Presentation was solid all around. Sound effects were great, though I wish there was music. Not really an issue though.

I think the level was pretty well designed. Had some good choke points for enemies and a few ways for me to navigate around it. And seeing armies of enemies in a game like definitely hits different when it's in first person lol.

I'm somewhat torn about the player's gun though. I think it having the ui for the player's stats is pretty clean, and the animations are cool. However, I think the screenshake is a little too much to the point that it got somewhat disorientating after a while.

I realise that you probably wanted the gun to have as much kick as possible when firing, but it felt like a little too much to the point that it hampered the readability of the game. Mostly because I couldn't really differentiate between the screenshake of firing the gun, and the screenshake caused when the player gets damaged. Maybe having some other visual indicator as well for when you get hit would help.

I also feel like the enemy bullets could've been a little more readable as well, because most of the time I couldn't really see them. This might just be a skill issue on my part and focussing more on trying to shoot as many enemies as possible lol.

Also I'm still not sure how to actually use the 2nd and 3rd buildings. Do you have to plant them and then stay in place with them ? I was confused lol. But maybe take this with a grain of salt since I'm pig-headed.

Otherwise, this was a pretty fun game all things considered. Great job on this

Nope lol

Dang, time to replay ig



I've always felt that we need more edge in jam games. This was definitely filled to the brim with that, but not in a bad or try-hard way. It was mostly to the point that it was just schlocky fun lol.

None the less, even without that, I think this game's mechanics make for a very solid arcade game.

You can't just strike randomly, you have to be a little deliberate with how you attack to ensure that you don't hit too many people at once, else you can't get them the second time around before they leave the screen

And punishing a player by spawning police officers that bounce around the arena if a person escapes is a good way to incentivise playing strategically.

The presentation is sick ( in a good way ) and honestly felt pretty stylish in general.

Although I felt like the game could've spawned witnesses a little earlier. And that the game could've used a timer to incentivise you to go after another person instead of mostly waiting around. Though I guess the number of days in the score incentivise you to do that.

Honestly, I don't really have any complaints. This is a solid little game

This was the furthest I was able to go lol. My pig-brain burnt out after multiple attempts at getting till here





Firstly, great mechanic. Loved how it really makes you look at the level differently from basically every angle and direction. Unfortunately I'm pig-headed though. But this was cool as sort of a 3D FEZ 

Also loved the snippets of lore around the level lol. The overall visual style and atmosphere was on point for how this was. The ambient noises of birds chirping were a cool mix of feeling unsettling and feeling pretty calming.

Making checkpoints usable only if you're upright is evil lol, but I respect it since it really forces you to take every step carefully and explore every possible orientation.

However, my biggest issue is that the actual platform detection at times feels kinda wonky
i.e my orientation should've turned while  moving over  a slant but sometimes it doesn't and I fall off and have to restart. This is mostly prevalent with the slants that are very small like at the base of the top of some of the antenna towers. Maybe just a skill issue lol, but I think it's worth noting.

Overall though, I think game is hella interesting

Holy heck this was atmospheric. Presentation as a whole was on point. The overall atmosphere had me on the edge of my seat from the very beginning till ( what I'm assuming was ) the end

Loved the dirty look of the ship, the dialogue was cool as well. That moment after you read the captain's logs gave me chills and kinda made me run from then on lol.

The sounds ( or maybe lack of them at times lol ) also set the tone pretty damn well. Reminded me of the first SMT game in a way lol.

Unfortunately, I think the movement was kinda disorientating at times. Having the player snapping right to the next position didn't really feel too good. But I think one of the major reasons for this was that the game really needed a map which gets revealed as you explore more of the ship or something along those lines.

This was because I got pretty lost sometimes. The dark corridors definitely helped in setting the atmosphere, unfortunately they hamper your visibility a little too much. I think maybe just adding a little more lighting in general when the lights in the ship are off would help a lot. I also think that adding more to the levels like some of the decals and bloodstains would help alleviate the problem of getting lost, mostly because some of the rooms looked a little too similiar sometimes.

It was also a little annoying to find out that you need to be right next to an enemy for  your gun to work. Still, seeing them come from the darkness and attack was pretty scary sometimes lol.

That head crab at the end also scared me good ngl lol. Nice little touch on having the game close as well.

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Hey, thanks for playing :).

So far the web version has had some issues ( all of which are performance related ) for people so not really sure what to do there. 

Still, nice score and thank you for playing

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Hey thanks for playing :)

Jump already cancels an attack, though I guess the delay might be a little too much, I'll look into balancing it after the jam

But either way, thanks for playing and for the feedback 

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Hey, thanks for playing and for the feedback :)

You should be able to dodge cancel tbh, though if there's too much of a delay then it's probably a bug. I'll see about it after the jam ends since there's basically no time now lol

Just saw the video lol

Thanks for playing :)

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Man. There's a LOT in this game. And all of it is so damn polished lol

Visual and audio presentation is killer all-around, and the mechanics were pretty simple to understand

However, the art for the level and background got in the way of the readability of the game sometimes. There were quite a few instances when I planted seeds and I couldn't tell where exactly it got planted since it kinda blended into the level art at times

And I'm not sure but it felt like some seeds bounced away and got planted elsewhere ? I need to play again and see. And I wish there was some sound effect or something to indicate that I planted the last seed of a plant type or sprinkler etc.

This problem also gets more noticable in some of the later fights like the eye and the moon where I couldn't see what I'm planting and where sometimes. That said, most strategy games have this problem anyway when things get more crazier lol.

I also felt that the particle effects on top of the exchange machine could've been slightly more noticable. This was because I didn't really notice them for a while and thought I had to just shoot the machine to give it points, rather than shoot at the top of it.

But honestly, I'm just nitpicking here. This is an amazing entry that's clearly had a shit ton of thought put into it. Especially in the boss designs lol. The difficulty curve in terms of the boss's behaviours was balanced really damn well.

Great stuff all around

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Everything about the presentation is clean, simple and readable to a fault really. This felt very derpy in the best way possible.

The mechanics here are very well thought out and fun, though I feel that the actual implementation of the theme is somewhat loose.

The boss design might have been a little too simple and repetetive in some cases  imo. As an example, I think a little more could have been done with the weakpoint moving around more and making the fights more dynamic.

Because as a whole, they were all a little too simple to beat imo. Although maybe it's for the best that most of the boss designs were simple since they were instantly understandable lol.

This is more of  personal issue than anything else, but I think the first room with spikes was definitely somewhat of a difficulty spike ( pun not intended ) because I never really realised until then that the rocket changes your direction lol. Mostly because I never really had to use it at all for any room before 
( Apart from starting the room of course. Tbh, you can ignore this because I think anyone who isn't pig-brained like me will probably get it quickly lol  )

As a whole, this is indeed a pretty cool entry lol. Great job on this

I managed to beat 5 bosses except for the ball of light lol ( I'm assuming it was the sun or something )

Unfortunately I felt like that fight in particular was way too random. The knives it spawned would sometimes just spawn right where I was, or spawn at a position from where I just couldn't dodge at all

Not really a fan of how I need to beat a boss just to get the ability even though I already beat it. Also not a fan of how you can't just hold to shoot.

Still, some of these fights were definitely well designed and some of these abilities were cool. Using the stone ability to make a platform was cool

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The visual presentation on this one is absolutely killer. Love the designs for each of the bosses and the artwork as a whole. Loved the environmental artwork as well. Detailed enough to flesh out the personality of the boss, but also not detailed to the point that it gets in the way of the action

The slime and it's cube form especially reminded me of one of the first bosses of titan souls lol.

The sound effects were nice, although the music kinda felt non-existant sometimes.

I felt like more could have been done in terms of implementing the theme into the moment-to-moment gameplay of the game, but it definitely made me want to play more carefully when I did attempt to go for a run without needing to use health. ( Unfortunately failed at it though kek )

I get that your aim was to make the player want to upgrade their stats after every fight, but I kinda feel that the base stats of the player could've been increased somewhat just to make it feel a little better. I also feel that the area covered by your scythe is honestly a little too small. Hits didn't register sometimes when it felt like they really should have

It was also really hard to tell when the player took damage. The feedback both visually and audio wise wasn't really noticable enough imo. Contrast to the damage feedback that the boss's have which was definitely more noticable ( although this admittedly could also have been somewhat better as well )

The boss's themselves were fun to fight and were definitely pretty dynamic with the various attacks they had. The acorn was definitely my favourite one to fight. Although I felt that some of their attacks could have had some more anticipation to them since they kind of come out of nowhere ( eg : The slime's attack where it elongates itself and moves side-to-side )

I liked the snowman fight, although I'm not really a fan of how you need to hit the pillars. I think the mechanic itself of using the pillars to hit the boss from under it is cool, but I didn't know about it for a while and kept dying because I tried hitting his snowman form. This wouldn't really be a problem if making use of the environment was a mechanic in some of the other fights, because then maybe I probably would have realised that you need to hit the pillars instead of just going for the boss. The real problem is how different this one fight was to every other fight.

( Frankly, my issues with the snowman might just be a bit of a personal thing, but I think that it's definitely still worth taking note of )


Still, once I did get it, it was a pretty cool fight. And that penguin was cute.

I'm not really a fan of the order of the boss's being randomised though. Especially since they vary quite a bit in terms of difficulty.

But at the end of the day, this was still a damn good game all things considered. I absolutely love the scale of things. Definitely very titan souls-ey, but feels like it's own thing at the same time. 

All of the above has been noted lol

I guess my main point was that I felt that the player's base stats should be  increased a little more tbh

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This was my highest score after a few attempts lol



Great little game lol.

The overall presentation is cool. Both in terms of audio and visuals. Love the overall feeling of atmosphere that was packed into every level

The boss designs were also cool. Let it be their sprites ( which looked amazing ) or their actual attacks which had a nice mix of bullet hell, AOE attacks and melee attacks ( However, I have more to say when it comes to these attacks )

The starting upgrades were cool and I'm sure would definitely add to the replayability of the game. I personally just went with the first one though lol.

The music is amazing oof. I agree with some of the other comments below. Please allow us to download it lol.

I think some of the weapons need some re-working though. The area that your melee  covers seems to be too small, so I honestly just never used the sword slashes and blasts. Even the lunging sword slash wasn't really too useful either because the area covered isn't much. Only " flash " and " toss " were actually useful. 

Along with that, some of the boss's attacks seem kinda cheap and unbalanced sometimes. The game's readability in general suffers because of the amount of particle effects and things just happening in general on the screen. It's especially prevalent in the case of the grave digger with the bullets just not visible sometimes. The butcher's melee attack is also way too big imo.

Trying to fight the hairbeast also makes it apparent that you really shouldn't have a hard limit on the amount of dodges you can do. Especially with how fast some of the bosses are in comparison to you.

I'm also not really a fan of how you can get stuck on some objects in the environment. If I had to make a suggestion here, it would be that these could get destroyed by the player or the boss over time ? Because some of my deaths came because I was trying to dodge the boss's attacks, had no where else to go because the rest of the arena was covered by the boss's attacks and then got stuck in-between some of the props present. Or you could maybe have these props be outside of the playable arena.

All of that said, this was an awesome entry overall.

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Thanks for playing and for the feedback Fish :)

Perfect dodges actually help reduce the boss's stamina, so they help mix offense and defense so to speak. I mentioned it in the tutorial, though I guess I should've highlighted it more

Also, apologies for the controls. I probably should've allowed them to be rebindable lol

Definitely an interesting take on the theme. So much so that I want to steal this idea and make something like it one day lol

I beat two phases of the boss so I'm assuming I won since it took me back to the main menu

Loved the sort of horror-vibe that you were going for, although I felt that the environment could have looked somewhat more interesting. At the very least, it doesn't get in the way of the fight

I think you could have added a slight indicator for whether I was actually aiming at the boss. Maybe those white arrows showing the direction you're aiming could have turned red or something if you were aiming towards the boss. This is because it got kinda annoying when I was aiming towards the boss, but missing because I was off by maybe a degree or so

Probably a skill issue on my part lol. And I can definitely see how the current setup can add to the overall fear factor of the game, but it got more frustrating over time rather than scary. I think the player's hitbox could also have been made somewhat smaller as well,  just to make the line attack somewhat more forgiving. But I'll admit that this one's not that big an issue

What did feel like an issue to me was the amount of enemies spawning in the second phase. They did force me to move around more since they were in my line of fire, but I think that there should have been a hard limit on the number of them which spawn. At the very least I think enemies should have despawned after a while since it was becoming unmanagable ( Although if they already do that then I take back what I said. I probably didn't notice. )

Apart from that, the audio that is here is nice, and the game is honestly pretty fun overall for what it tries. Really good stuff here

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I got till the twins before I conceded defeat lol

Great mechanics here. I also love how you built upon them from the first fight and onwards. It took me a few minutes but I got used to them. You definitely need to keep track of a lot of things, but it's still cool for what it is.

I don't think I really need to say how beautiful this game looks lol. But I'll say it anyway. This game looks fabulous. The boss attacks were also well telegraphed in general.

However, it unfortunately affected readability quite  a lot. I wish the normal bullets outside of the blue and red bullets looked a little different because they kinda blended into the environment a little too much. 

Although I think my biggest problem with the game was that I wasn't sure if I was doing damage to the boss or not. The colour for the boss's health bar is a little too similiar to the colour of the background of their healthbar, so I really needed to squint to see how much damage I did.

Along with that, the audio in general is somewhat weak. Which also affected whether I knew I was doing damage to the boss or not. In other words, player attacks really needed more feedback in general. 

But apart from that, this is an amazing entry. Really well done

This is a very polished game lol

I also loved how the beat counter line tells you when you have to bounce the ball at your position before hitting it towards the boss

It goes without saying that the presentation as a whole is amazing. The character designs and animations looked amazing and the music was indeed a bop

I'm not really a fan of the button mashing QTE though. However this is more of a personal thing I guess. Especially since you don't need to mash too much.

Great job on this

the controls are mentioned on this page

Unfortunately even I could only get till the baby kraken lol

Have to say that I love how committed you were to making an ultra-hard old-school game here. A player really needs to learn and analyse these boss patterns well to really stand a chance

Especially love how your bullets only cover a small length so you really have to go in close to damage an enemy. The first boss does teach you not to go too close though lol.

I think that some attacks may have been kinda unfair tbh, but as a whole, I'd say the bosses that I fought were designed very well.

And of course, it goes without saying that this game looks and sounds amazing. Really well done on this game

AYO

Congrats on the score and thanks for playing :)

Apologies for any bugs you experienced. I'll try and fix them if I can

Pretty cool game for something that was made in 44 hours lol

The actual mechanic of deflecting the bullets was fun and definitely required some skill to aim them right, Although I felt that the bat's hitbox could've been somewhat larger

Things really got real from the second phase and onwards lol. However, I feel like the amount of bullets that get spawned sometimes was a little too many looking at how small the arena was. So much so that it became impossible to dodge sometimes

Along with that, I got confused by the indicator for when an acid puddle spawns. It looked more like an item that would heal me so I always ended up going near it by accident.

Still, for what this game is, it's pretty good




Cool little beat-em-up lol

The exchange mechanic was implented nicely, though I feel like it could've been utilised a little better since it didn't have too much consequence ( apart from the final score though ) 

Loved the overall presentation and art style of the character models, however I kinda wish that the final boss had a slightly different character design from the normal enemy.

The boss's design and attack patterns were nice, although I'm not a fan of how some of the woman's attacks were kinda impossible to dodge. The game in general really needed some sort of dodge or something for maneuverability. The Sprint wasn't really useful in that regard

That said, the final boss was definitely an interesting challenge with the amount of attack patterns he had

Also this happened when I got hit by the women while I was carrying a table lol

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Ayo. Thanks for playing and for the feedback lol

Admittedly yeah, the tutorial UI definitely could've had some more flair to it.

And unfortunately yes, I should've explained how perfect dodges work a little better lol

Basically you need to dodge when the attack circle is almost complete. And no, you don't have i-frames on dodging. I felt that it would cause people to dodge into attacks rather than away from them, which is what I wanted

Apologies for the boss patterns being mostly the same lol. I felt that if I mixed them up too much then it might lead to the game being more frustrating than it currently would be for some.

And yeah, the exchange mechanic could've had a little more to it as well, though I felt that keeping it as simple as it currently is would ensure that players atleast understand how to use it quickly

But either way, thank you for playing and for the feedback :)

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That's the best score I could get  lol

This has some pretty cool ideas and some great execution to back them up tbh.

I loved how you had a few ways to incentivise switching ships like each ship having their own health, or that switching ships allows you to dodge, or that setting up bombs with the orange ship and then using the shotgun ship to blow them up does quite a lot of damage.

Although I personally think that the recoil of the shotgun ship was a little too much. I ended up flying away a little too much sometimes and lost track of where the boss was lol

Unfortunately, on replaying I realised that the best way to beat the boss was just to ignore the exchange mechanic completely and just go straight for the core of the boss and destroy that. Mostly because that secret phase caused from destroying all of the boss's lasers was monstrously difficult. Though maybe you wanted to incentivise not destroying all the turrets with that secret phase lol ?

Presentation as a whole was great all around. Both in terms of visuals and audio. Although I felt that the green screen tearing effect was a little too much in general. Still, this is a great entry overall considering what it sets out to do

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I'm really torn on this one.

The overall presentation is just dripping with cool factor. Very few games make me go " Now that is just the embodiment of cool ". This is definitely one of them. Visuals and music as a whole are great.

I like the main mechanic, however it seemed to not hit anything sometimes. ( Even with the tutorial boss )

The character designs for the bosses I encountered were very cool. Unfortunately I wasn't able to get past the second boss even after a few tries ( the boss which was a bunch of hands ) because it keeps going to the top of the level and doing it's laser beam attack which is honestly unfairly killing me then and there  since I can't dodge at all

I feel like if you had a second control which was something like having the player teleport to the position you're aiming at, it would help a lot more in terms of both positioning and mobility since it would also act as a dash. Especially since you're basically in bullet-time when aiming

As it stands, I think this game has some killer ideas and definitely has the style to back it up, but some of the design could've been better

Man, that was intense. Had to bring back my old muscle memory of FURi to really beat this

Mind you I couldn't beat the assassin though lol. Had to sacrifice a health point ( Thank you for allowing me to do that. Makes me wonder what masochist out there will beat the final boss with only a few hp XD )

Anyway, great boss design here. I love how some patterns were for you to primarily regain some charges, whereas others were primarily for you to dodge ( Although you could still collect a stray bullet or two )

The character designs were cool as well ( Especially loved the druid and the final boss, although I have some qualms with the final boss )

The player felt nice to control and shooting and dodging felt good as well. Charging up a shot and aiming was also quick, snappy and fun

The environments looked somewhat bland imo though. Especially when the character models looked great and had a good amount of personality to them. I get that you were going for simplicity overall in terms of visuals, along with a mysterious atmosphere, but it just felt a little too devoid of character ( Although the path forming as you walk on it was cool ). The final boss having that red tint for the level was cool.

Now while I think the visuals could have been better, this game was still readable AF which definitely helps a lot for the type of game this is. So i guess sacrificing visual style was worth it in a way kek. However ( and this is arguably my biggest problem with the game ) ......

I'm really not a fan of the attack where the entire level goes dark and bullets come out of every nook and cranny. It feels kinda cheap, especially when every other bullet pattern feels fair. And it's especially the case in the final boss where the entire level has that space-like look in it halfway through the fight. Tbh, this may not bother too many other peeps, but I'm personally not a fan of sacrificing readability in a fast-paced action game where you really need to see and know everything that's coming at you.

The game also really needed some juice and maybe some more sfx in general. Felt kinda weird that the bosses were making little to no noise sometimes. It also really needed some sort of indicator that a boss took damage. Regularly having to check the boss's healthbar sometimes took me out of the action. That said, I guess it's also a good thing that the only sound that was really audible was the sound indicator that played after a dash and the sound indicator for when you took damage.

All in all, I think this is an actually really fantastic entry. It's got some very interesting mechanics and utilises them beautifully in every boss. All it really needs is some slight overhauling in terms of presentation. Amazing work and kudos to your team