Tight 3D platformer with trippy visuals and fun movement. I loved zooming around, sniping enemies with jump-shoot, and juggling spider bots. Flying eyes weren’t too much of a problem for me thanks to the one-shot projectile, but those spongy heads were a bit of a nuisance. On the other hand, you can avoid them. Great game.
Kostomach
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Glad you liked it.
After replaying the game, yeah, I feel like I went a little overboard with drones in some rooms. I get what you mean about the visuals, looking back, it’s a bit much for a jam project. I should’ve gone with something simpler and focused more on the game design instead.
Thank you for the review.
Thank you for playing the game.
I'll tinker with the roll duration. The wallrun inconsistency may be because of its activation period - it activates only during the jump ascent, not while falling. I thought it added an element of planning, plus synergy with the air jump, but I probably underexplained it in the game. Or perhaps something is wrong with it and it's not working as intended. I'll look into it.
The dodgeroll pushback was a late addition and needs work, you’re right, maybe outright cut. My general line of thought was to use the dodgeroll for offense, pushing back enemies or retreating and the slide to dodge through enemies. But as always, my intentions matter little if it’s not properly explained or convenient to use.
Problems with the general map layout and design have often been mentioned, so that will be a priority for me. I could have mitigated it a little better, at least with signs, like crossing out signs that lead to main upgrades you’ve already obtained.
Thanks for your detailed feedback.
Glad you enjoyed it. Wallrun is the last main unlockable, so you're in the final stretch. I think you have everything you need to climb the western tower. There isn’t much at the end because I was short on time, but you are given one last upgrade as a small reward for finishing the game. And thank you very much for the video, very useful.
Very good. I got overwhelmed at the start, not gonna lie. But after solving three puzzles, it was relatively smooth sailing. I liked the final stretch, star escort mission, where the whole map layout turned into a puzzle. Nice variety in such a compact form. I don’t think I used the magnet at all, because I finished the puzzles requiring it by accident, just chaotically rotating the level. It was a cryptic but fun experience.
Fun movement and a good foundation, but it needs work. The models and animations are nice, though her run felt a little off. The wallrun jump feels odd because of the sudden stop and strange direction. Maybe make her keep her momentum and jump in the view direction? Enemies felt spongy, and the attack distance was short, but I understand that wasn’t the focus of the demo. It will be interesting to see how it turns out in the future after some polishing and tinkering. Good job, and good luck.
Interesting theme interpretation. I enjoyed the game despite it being quite laggy. There’s a decent amount of content: three bosses and levels that test your abilities. The walljump boss was a pain, but I beat him after a couple of tries. Maybe add the ability to shoot in the opposite direction while wallsliding? Most of its problems stem from lag, other than that, it’s a pretty solid game.
Thank you for playing.
I guess the map in general fell victim to my inexperience. It was my first jam, so I was hurriedly crunching, trying to make something playable from start to finish. I’ve already received similar feedback, so that’s something I need to work on.
Yeah, weapon puzzles seem obvious now, but they got lost amid the little things during the race to release. I’ll implement them further down the line.
I get you about the doors, I’ll tone it down in general. I tried to somewhat mitigate it by using signs that show door direction, but I see they didn’t help.
Down + E is a remnant of the old system. I previously had High Jump activated by pressing Down + Space, so I used the E button for dropping down. Now that I have alternatives to High Jump, I’ll change it to the proposed key combination.
Thanks for the detailed feedback.
Interesting genre combination. Nice visuals. Pretty cryptic at the beginning, I needed a couple of restarts to understand what's what.
- Is wave intensity dictated by opened doors, unlocked recipes, or something completely different? I gathered the turret recipe and nothing else, after which I just spent time gathering resources and building defenses uninterrupted.
-Died a couple of times while checking the recipe menu — maybe add a pause to it?
- Are some enemies supposed to be invincible? I encountered some flying and basic slime enemies, and nothing worked on them; they just drew turret fire onto themselves. (Oh, okay — I checked the game description.)
Overall, nice game once you get the hang of it.
Neat game. Nice narrative bits and overall presentation. I was expecting a final boss fight, given the intro, but that’s the reality of time constraints. Controls a little floaty, but manageable. I did catch a bug: after exiting a pipe in slime form, I could walk through pipes in human form for a short time.
Aside from that and the aforementioned death pits, it’s a really nice game. I had fun playing it.
Thank you for feedback. Yeah, melee is a weak spot here. It's underexplained and unnecessarily complicated by enemy stats. Your hits first deplete enemy stamina, after which he enters a weakened/stunned state. In that state, your strikes begin damaging health. So that's why it feels weak. A weakened enemy also receives increased damage from gunshots. I was more focused on ranged combat and tried to create a symbiotic relationship between ranged and melee. Something like: beat the enemy until he enters a weakened/stunned state, and then finish him with a handgun, spending less ammo than usual. I'll increase damage as a temporary solution and probably rework or just streamline the system further down the line.
