thats caused by webGL -> its made with unity in URP - the standalone version does not have that issue . I think it happens when 2 lightsources hit the same object and the shadow does not know what light to prior. Sorry for the inconvinience - I hope you liked the game overall :D
Thetra00
Creator of
Recent community posts
Uh, I see what you are going for, but I think you used way to many assets with different styles which make the looks uncanny and very hard to read.
Your level design is very BIG try to make the areas you can move around smaller - if you stay in the center of a room and can t see any boarders, you are prone to disorientation and it feels empty.
When you need Visual assets try to stick to one asset pack or one style.
Overall the gameplay - character controller is solid and I had no bugs, the bosses attack a little to fast but that makes it difficulty not bad. Some of the monsters do have hit flashes which is nice, other do not have that (like the vampires) and thats hard to read if they got hit.
nice submission !
This game is way to cool! I played it more than I like to admit and I tried all upgrades I found! Amazing!
Little deep dive:
1. When attacking (hold LMB) and then Hold Shield (RMB) you can attack and Block at all the time -> by that the fireballstuff gets useless because it does not allow you to be invinceble.
2. The Enemies are varried but not in their feel -> all look at you and move to you and on contact hit you -> maybe make the small fur ones die on onehit, but explode after death. Let the bats be even faster and go past the player. The goat is cool but also only one thing, maybe let it shoot fireball and melee as a varriatey.
Also by pushing monster into the lava I noticed it does neither hurt them nor the player.
3. Upgrades: The axe was okay, the beginner sward is allready good because its fast - maybe reduce the knockback on the sword and increas at the axe for better differenciation - the fireballstaff needs a BOOM! like when you hit somewhere makean sphere colider spawn and particles that fly in all directions. The Damag upgrade is ... kinda useless because you nearly don t feel it , only if you pick it 4-6 times. everything dies in 2-4 hits.... so ... maybe a stronger buff is recomendet.
4. what are the coins for?
5. Visuals - I would have loved some splatters and monsterparts flying around when they get killed- it would fit the theme alot!
Although this sounds like a lot of critic, it is not! Your game inspired me to alot of things and I want to have more of it! Its great as it already is and fits one specific point of gamedevelopment and that is "FUN" it simply makes fun to run through and fight. Great work!
Little recommendation if you want to work further on this:
https://penzilla.itch.io/huge-hellscape-platformer-tileset
That could be usefull!
Nice Game!
TLDR: Very Cute game and I congratulate you to your first JamSubmission!
Music: I love the vibes, feels adorable and fitting!
Art: I think the movement of the world, the jumping eggs, the Animations etc look very cute!
Areas for Improvement: Switching the Camera distance midgame is somewhat irritating, its better to keep the cam consistant because you loose the feel of how far and how high you can jump.
Player Movement: The Jumps and moving felt a little floaty, like you are on ice, wich makes precise jumps and movement a little harder.
Additional Notes: Your game reminds me of my first Platformer game I ever made called Hops - I remade it some years later as Hops 2 (https://thetra00.itch.io/hops-2) and I honestly felt happy and joyfull playing your game!






























































