Cleanly executed game with immaculate vibes, it felt like playing classic Celeste and that's a compliment. Precision platformers usually melt away my time so for the purpose of rating I cut it short, but I 100% enjoyed what I saw. I liked the freezing mechanic in upper regions, it just adds so much immersion. And it was pretty metroidvania by the way. Great work on the game.
Falcon Nova
Creator of
Recent community posts
A solidly well made entry. Nothing to say on the sensory experience, nor on the metroidvania and theme, apart from the fact I'd wished it was more in the spotlight, but that's a nitpick on my side. It feels like the enemies hurt a lot, or maybe that's just low health (do admittedly I was trying for a pacifist route after reading one of the first tips), but I do wish the player was a bit faster in it's movements. Apart from those little picks, I must say it was a very pleasant experience, and I loved how Zelda-pilled it was (Is Zelda a metroidvania?)
Lovely little experience. The game was nice looking and had a nice interpretation of the theme.
The perspective and movement had to be the most confusing thing. Isometric in itself is very nice, but here the player movement was relative to the direction of the blob and not to the perspective itself, which got confusing fast. Add to it the frequent camera angle shifts and you could easily miscalculate a jump, which happened to me a lot in the vertical shaft.
This is pretty much my only gripe with the game. I loved the flavor in the dialogues and the funny touches. Nice work.
Absolutely love what you have going on here. The theme is well applied and the concept of the character freeing herself is pretty cool. Having to limit my FPS was a technicality that made my first few minutes with the game pretty annoying (jumping 1 time out of 5 was not fun), but as soon as I got it capped at 60 it got widely better. Lack of a save system probably won't make me come back to the game during the rating period, but if you update it post-jam with one, I probably would like going to the end.
I think the concept is cool but lacks in the execution. I was confused when attacking: it seemed like I drew the sword, but it stays drawn in the direction it went? Sometimes I wouldn't even deal damage to enemies. Instant death was also annoying. On the positives though, I like the extreme interpretation of the theme, essentially keeping only what's necessary. I also hear about interesting mechanics, although I could not experience them myself. Good job.
Does that boat have wheels? Captain what the heck?
Very creative overall design! The upgrades were awesome and fitting, though sometimes it felt like they worked against each other. For instance, not being able to jump while boosting. I also have a gripe with the anchor. Enabling it using the same button as jumping feels counterintuitive - one wants to bring you upwards, the other brings you downwards, and at times when the natural instinct would be to press jump to go upwards, like underwater, you get dragged downwards. Apart from the technical stuff, the art was very fitting of the theme, although it sometimes ended up being confusing to separate foreground from background. It took me a while to understand what was happening in the Graveyard, but when I understood, boy did that area click! Lovely atmosphere and the idea of being hunted is awesome. Solid work overall!
In a matter of seconds I was fully engaged in beating filth bags.
Very fun, the gameplay was very satisfying. Melee combat felt a bit unforgiving, as the fists were often missing the mark and the enemies just have to collide with you, but fighting was satisfying enough to overcome that caveat. Very creative interpretation of the theme, and my, was that voice acting?? It's so cool to see in a game jam context. The storyline was funny in itself and I got immediately hooked. Awesome stuff!
Very creative in the design of player abilities (that type of base attack was a first for me). The movement felt sloppy and hard to control, it made precise platforming difficult and sometimes frustrating. The controls being taught in an active manner would have been nice. I don't know if it was intentional, but there wasn't music on my side (I could hear the SFX though). The environment was nicely created, and the minimalist aspect was visible. Good job.
Walkin' and my eyebrows do be bouncin'
Movement felt snappy and that's awesome. Lacked a bit of content to really drive the metroidvania aspect home, notably with an interconnected map. There's very nice attention to detail, and I realized this when the red bats splitting itself did not immediately hurt you. Pretty good work.



















