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I really like the potential in this game, the aesthetics are really cool, and the main character is really charismatic. That said, the difficulty curve is too steep in my opinion (maybe I am awful). Even though the platforming spaces are fascinating, they become too hard too quickly for me to get used to, and I have to try too many times. In fact, I rage-quitted, I will admit.

The wall jump is hard to get right, and there are not many parts where you can practice it in an easy situation. It feels really strange that moving towards the wall and jumping takes you off the wall. But that you can get used to.

The dash has some weird controls. It is mapped to the mouse, but the mouse position is not what determines the direction. If the mouse is not going to influence the dash, in my opinion it should be mapped to a key, since this way it feels really weird.

For the combat, I love the idea of having to time your attacks with the music, but I really did not get the feeling well, it was a bit clunky, maybe it lacked some feedback? My feeling is that I did not get your idea right, which is a shame, since, as I said, it is a really cool mechanic. In the end, I just hoped for combat to end.

To end with all the things that were done well, apart from the aesthetics already mentioned, the level design is great, I did not feel lost at any point, and it taught me well the mechanics (as I said, I would probably need some easier platforming spaces before the difficult ones). There are many save points, which I feel is a great decision for the style aimed for. And the game is fun, which is the most important part. In fact, all the things I said can be neglected, but fixing them in some way might make the game an awesome experience.

(As a game developer, I know not everything I said can be applied as some things might go against your view, but knowing how I feel can help you get your view more accurately)

Hi there! That's a good insight! To be fair the part where you fall off the wall while jumping onto the wall wasn't really intended and we're pretty much fixing that issue right now.

I could ask though since in our previous game the players had some mixed feedback about the dash controls - it seems that some prefer to use SHIFT for that mechanic while other players tend to go for the Mouse. I might ask if at least in your opinion rebinding the dash key to the shift would improve the dashing? 

About the combat, we're planning to rethink this part in the future - do you think that the timing mechanic made the fighting parts more difficult / frustrating? Basically what I wanted to know is that if  you'd enjoy the combat more if you wouldn't need to sync with the beat of the music, do you think that the enemies are missing a knockback? (Note that you can turn the Metronome on in the game's options) 

Thanks for your feedback! :)

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Just jumping in to say that you can always bind Dash to both. I personally prefer shift, but Attack on LMB and Dash on RMB as a secondary option wouldn't feel that bad (as long as there're no other actions that require me to take my hand off the mouse).