Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

ZephiaSero

15
Posts
1
Topics
1
Followers
1
Following
A member registered Apr 13, 2017 · View creator page →

Creator of

Recent community posts

I kinda got stuck in the walls. So did the enemies though,.

I love how the character rotates freely, pretty funny. I think my high score was 3523 or something like that.

I loved the graphics and 90 degree rotation. Sometimes the sword would snap back to an angle or get stuck though.

(1 edit)

Couldn't get past the "sometimes you need to make trickshots" level. Felt way too precise? But the other levels were good! Also, I think the cubes should rotate to always face towards the player, rather than whatever random angle they were at when grabbed.

I love that style of level select screen. Even better if it has branching/merging paths (maybe later?) Puzzles were challenging but not too hard. Well done!

It'd be nice if (maybe as a UI element or at the end of the level) it showed me how many rubies were in the level. I got 11 :P

I lost the first time because I didn't realize what I was controlling, but it was smooth sailing after that. I love the pixely style.

Took me an embarrassingly long time to realize I could double jump. So for extra height I would just stand on the enemy's heads lol

Yeah, taking damage as either "player character" resets both. I chose that because if there were more advanced puzzles later, only resetting the active character might lead to the puzzle being in an invalid state where the player can get stuck.

Fun, but short. I think there should be a quick-restart keybind. I also wonder how the game would be if it relied on accuracy with puzzle mechanics, rather than quick reflexes (what the timer encourages)? For example, a level with 2 bullets and 2 bounces: shooting a button to open a door with one bounce, and shooting through the other, bouncing, and completing the level? Per-bullet bounce counts could also be worth considering. Just my thoughts.  ^^

Well, I managed to go all the way to the right and fall out of the map... did I win? :P

The all water part was the end, but thanks! And yeah, I forgot to move the trigger for the "z to jump" text back when I put that incline there... whoops... ^^;

If you got past the linked reflection part, yea, that's the end. :P

Thanks!