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rythmghost

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A member registered May 31, 2022 · View creator page →

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Played the new version, I found a bug where going backwards and climbing up one of the ledges in the room with the arches shortly after the water room caused an animation/player freeze that softlocked the game. While walking, when you mash the up key on a short step playform you can sometimes step up twice as well, causing the player to go a little higher than intended. Otherwise it definitely does play a little cleaner, and rebindable controls are always a plus.  Overall enjoyed the update!

here from drilbot

Being equipped with an ultra powerful death beam on a huge cooldown absolutely seems like it'll lend itself to some really cool gameplay later on, and the boss fight does a great job of highlighting that & setting the tone. Was able to intuit the controls through General Gamer Experience but got stuck trying to move up ledges before I figured out which particular button is the "go up" one.  Auto-clamber might help resolve this?

Only constructive comments I have are on the super clunky feeling movement that people have commented on. Getting past ledges feels like a slog until after the boss. I like how slidey it is,  but a faster transition to walking would also be nice. I found walking provided better positioning for shooting the boss while running was more for escaping the big attacks. Personally I would also love to be able to angle shots before starting the shot/moving, but overall I LOVE the feel of the cannon & the general atmosphere shown so far.  Through the spriting the protag feels experienced & powerful, but also just one small piece of a much bigger world.

Excited to see where this goes.