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SuperbPangolin

8
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2
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A member registered Jan 14, 2023 · View creator page →

Creator of

Recent community posts

I totally agree, unfortunately I didn't have time to design much content in between bosses and still have the number of bosses I was trying to create. Thanks for attempting it anyway!

Thanks for playing my game! I'm glad it was more enjoyable than you expected. 

I am very happy to hear that the rooms were generally readable! I spent  about the first day and a half that I worked on the jam just designing the map, and multiple more of the days on turning those into playable rooms. It's great that some of that early work translated into a feeling of different areas of the world. I did a lot of updates to the color palette on the last day (it was mostly greys because I hadn't bothered to think about it), and I think that helps a lot with the overall atmosphere too.

I absolutely agree with you about I-frames. I was going to lengthen them to about 1.5 the length or so but changing that led to other issues such as being able to go through the laser barrier blocking you from the maze, and I didn't have time to fix those issues so I just decided to leave them as is for the time being. If I continue working on this game post jam, one of the top things on my list would be to deal with that (and yeah the water should stop you from moving immediately after respawning). 

I probably ought slow down some of the bosses as well, I can't disagree that sometimes they pull off completely unfair combos on the player. 

I actually was also planning on rendering hitboxes larger than they were but never got the time (although now that I think of it it probably would have been like three lines of code, so maybe should have just added it but oh well).

You're right about the control scheme, I have no clue what I was doing there in hindsight. I think I just didn't think much about it , and then got used to it playtesting. My keyboard is a standard QWERTY keyboard and I have zero idea how I didn't notice how uncomfortable hitting x is, which is really is now that I think about it. I think some of it came from expecting to have more abilities that needed button mappings when I started the project but really who knows. I appreciate your suggestions for other ways to lay it out!

I'm glad the final boss twist was an amusing surprise!I was hoping that it would be a funny way to keep the final boss a little more memorable, which it sounds like it has succeeded at.

Enjoyed playing! The wall jump wasn't very intuitive though, I kept either doing it when I didn't intend to or not doing it when I was trying. Otherwise pretty enjoyable! I like the art. 

Thanks for playing through the whole game! I'm glad to hear you enjoyed it. Very impressed that you managed to beat the boss without being able to see it, I honestly don't know if I could!

Enjoyed the game! Thought the art style was fun. I liked the foreground and background elements! There were a few spots where I think you were tiling the art a little small and it might look better if you made the tiles bigger. The dash had a little bit of a tendency to not go in the direction I was intending near walls but it wasn't too bad. I like the spots where there were hazards on a cycle to get past. I felt a little lost a couple times but always managed to figure out where I was supposed to go relatively quickly. Good job!

Fun game! Enjoyed trying for a high score. Think the enemy damage scales a tad high later on given I got one shot with 91 hull patches lol. Don't really object to getting two shot but I think you should be able to tank one hit at full health in most scenarios I would say. A health number next to the bar would be nice. Think that it is very good for the amount of time you put in making it! Those are just some suggestions for if you want to add to it later. More enemy types would be fun too but the two that you had make for pretty good variety already.

My highest score:




Glad you liked the switching mechanic! I agree that the level design could use some work, if I ever expand on this idea I will definitely make it push the player to switch more often. Thanks for the feedback!

It's looking good so far! I like the fireball particles! It could be cool if the fireball could hit multiple enemies. The only bug I noticed was that you could change which way you were facing mid-attack, so you could hit an enemy to the right of you and the left of you in the same attack.