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gega01

3
Posts
A member registered May 18, 2024

Recent community posts

I'm just gonna come out and say it. Gameplay-wise, this was a 10/10. It has been a while since I've had this much fun just running around, twirling and jumping just for the sake of it. I got used to the kit of abilities rahter naturally and found myself combining them successfully without even giving it much thought, most of the times.

As a result, I got invested in going as fast as possible, not because of the pressure of not making progress due to the Majora's-like day loops, but because I enjoyed it.

On top of that, the checkpoint placements just couldn't be more "on point". And re-running previous levels wasn't as repetitive with how game-changing the new skills turned out to be. I found the last level challenging enough and, most importantly, very fun.

To put the cherry on top, I'd like to shout out the sprint and stamina consumption mechanics. In my experience, they felt so organic and in no case did I get "punished" by anything beyond my own skill.

Some say a 10/10 doesn't exist. I say marks are just a way to measure wether something is going in the right direction or not. Congratulations for having created something so fun to play.

The game's trailer states that you must master the anchor's powers. I certainly had to after dying multiple times in the last stages. And let me tell you, it felt good, beating the last stage applying what I had to learn to get there (Except the spikes, the spin attack was easier to handle and seemed more effective :).

What I'm trying to say is that no matter the situation, there was a way out if I, the player, was quick-witted enough. Meaning the move-set feels rather complete and the mechanics are worth exploring. For example, when the anchor is on the ground, the player moves faster. I think that these give the player an edge against the swarms that they have to face while not having the victory granted.

In essence, good job!

I finished in 10 minutes 30 seconds, had a lot of fun. Coming across the super dash exploit certainly triggered the speedrunner in me. The game felt built for players such as me, rewarding timing, memory and muscle memory by finishing with mere seconds less than the last attempt.

Had I to voice what I crave for this game, I'd say that having the option to remove the camera shake entirely would be most welcomed. In addition, something along the lines of inertia or some kind of speedy reward after defeating an enemy that needn't to be killed could be appropriate.

Great job!