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Marlow Holliday

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A member registered Jun 06, 2020 · View creator page →

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Wonderfully charming game! Aesthetically very pleasing, the music is next level, and the setting makes for an engaging player experience.

Some critique and feedback:

  • Before the dash is unlocked, the character feels very sluggish. I didn’t find the dash for quite some time, which made my exploration feel slow and unrewarding at times.
  • The shop system felt a little undercooked. My original criticism here was going to be that I had no idea how many coins I had or what my upgrades were doing, but I replayed and saw I had an inventory button. Personally, I would have preferred my coins and souls visible without opening another UI, and I’d have liked to know what upgrades were doing prior to purchase.

With that out the way, I want to reiterate that I really enjoyed Obolus. Making a metroidvania for a jam is a bold move but it paid off. Props to the team!

I enjoyed this very much! I ended up playing it for quite some time. Like another comment mentions perhaps the visual effects are a bit much currently.

Some feedback for the zooming: I think having the zoom scale exponentially and giving it some kind of lerping would greatly improve the feel of it!

Genius concept! Very fun to play through, found myself smiling the whole time.

Awesome concept! Reminds me of the Sonic 1 special stages. Difficulty ramps up very nicely, the way the first few levels are structured to teach the mechanic works well.

Few bits of constructive criticism for y’all:

  • If it was a conscious choice to have the player box have its own rotation, I personally don’t think it works. If it wasn’t a conscious choice, missed opportunity! I think it’d feel a lot smoother to have the player box’s rotation locked to the outer box, stops you from getting caught in 1-wide corridors and such.
  • The flow of gameplay completely halts when the player dies, and doesn’t feel great, especially in a game where dying is so frequent. Have you tried experimenting with not resetting the outer box’s rotation on deaths, just throwing the player right back into it? If not that, even just speeding up the respawn sequence a little bit should improve the flow a lot.
  • Last one, and just a nitpick. Pixel art looks infinitely better when all the pixels are the same size. When using pixel art, try to keep the same scale with everything instead of having erratically sized assets.

Thank you for sharing your game! I look forward to playing some of your others. :)