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A member registered Jul 01, 2017 · View creator page →

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This version unfortunately (due to limited testing time) had quite a few startup bugs. :/

Should all be fixed soon enough.

Better hitboxes and fairer generation are both on the list as well. :)

>  I didn't really find myself using jump at all. 

Stick around for my first post-jam update. There's a feature you might like regarding jumping. :P

> Enemies shoot a bit too fast (fire rate and speed)

> maybe more camera ease could help

Completely agree actually. Currently tweaking both.

Thanks for the comment. :)

> the screen spins WAY too fast though, i felt like i could hardly control it.

Hmm, it's odd that you didn't feel in control. Rotation begins the exact frame you press the button, and stops the exact frame you stop.

If it's mostly a problem of speed, I might try tweaking it.

Thanks for the review :)

> use falling height as some sort of variable for combos?

Ooh, I actually really like that idea! I'll consider it for the next build.

Cheers for the feedback. :)

(Edited 1 time)

Thanks for the feedback. I'm glad to see my first comment (only nine downloads do far lol) is so positive. 

I've been at around with the project a little since the jam ended now, and the game does play very differently with the movement and gravity controls separated. I'm not sure which I actually prefer so going forward might just have them as separate modes. 

The double jump does seem pretty useless I'll admit, but I've found it's saved me from an unexpected stalactite more than once, and I'm currently implementing an item/power system in which the double jump has a purpose. So that'll probably still be in the next build. It'll be nice to have more than 48 hours to work with!

All that said, creative criticism is always appreciated and I'd love to get your feedback on the next build too. :)