After quite a few attempts I managed to get 19 candies. Pleased with that. It was fun and looked polished. My main criticism is that the collision to some of the graveyards felt bigger than expected so I kind of got stuck on them.
primortis
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Fun platformer, quite a bit harder than some of the other platformers with similar ideas. I had to give up on the level with the 2 linked platforms. I thought I had to die on the right platform but couldn't figure out how. Also jumping height seemed a bit inconsistent regardless of whether I used W or space, but that might be just me.
Glad you enjoyed it. I was planning on just deleting old bodies after a while, which would help that issue, but ran out of time. I am actually surprised I haven't encountered performance issues, considering I don't delete any of the dead units. Highlighting some of the bodies is a good ideas as well.
Decent platformer. Different from the the many "use your previous bodies to make it the end". I think it was a bit too easy. I didn't die in my first run so I had to go back and replay some of it just too see what happens when I fall into spikes. But I can see why it is hard to make a hard but fair platformer with limited time.
My PB was 30 seconds. I liked the music and the art style was decent but I think the pixels were a bit too large on a fullscreen modern monitor. I didn't like that some of the levels were basically rng if you choose to go left or right, and if you choose wrong, you are out of time so you have to replay the last level.
It was quite challenging, I am surprised I was able to complete it. The last level didn't even have any hazards and it still took me a while to do it. I am impressed by the number of levels and mechanics you were able to add in the timeframe. The only thing I didn't like is the wall jumps. I would have preferred it if the player walljumped only when I pressed space, and not just when I let go of the direction key.
Yes, I think that clicking on a spell icon and then aiming would be nice as an additional way of aiming for the future. There is a timer in the top right that stops when you die, but I agree that a real death screen would be better.
As for the upgrades, yes they are not explained very well, just implied in the tooltip when you hover an icon. Basically when you possess an enemy a second type you upgrade their spell. Eg if you already have the lightning spell and you possess a skelly it gets upgraded to longer stun and longer chain lightning. Red Lizards upgrade the fireball to have slightly larger radius, and the wolfkin upgrade the ice spell - longer and stronger slow. Now the damage also gets upgraded. You also will deal more damage when you possess stronger enemies(enemies that have spawned later). That's another thing that's not explained anywhere.
Made me a bit nostalgic because it reminded me of those old flash zombie games.
It was fun but my main criticism is that it was too easy. Pistol needs to have a limited fire rate, player is too fast and there is too much ammo of the strong weapons like the rail gun(which felt very satisfying when I lined up a dozen zombies and killed them with 1 shot), so wave 7 felt just as dangerous as wave 3.

