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I am all in on this game's soundtrack, it got my adrenaline pumping and ready for some monster slaying. I wish there had been more monsters to slay though... The mechanics themselves have a lot of potential, the first time I used the echo attack I thought it was super cool, and rewinding recent events opens up a lot of potential. Finding armor upgrades felt good, and there were a lot of neat touches here and there - I really liked the flame aura ability. It wasn't used much, but just like the echo stuff it has a lot of potential, and the way it lit up the wall hangings was very satisfying.

Some feeback:

- The jump was pretty rough, it felt very uncontrolled a lot of the time, mostly due to its relative speed. There was also a section where I'm pretty sure I was wall jumping to get up to a cage even though I hadn't unlocked that ability, but it was somehow the intended route?

- As mentioned above, I wish there were more neemies to use my cool echo attack ability on. When I tried to use it on the archer enemy, he kept knocking me out of the attack animation and once he was defeated I never really got another chance to use it on him. And with the final boss, he teleports after you land a hit which means you can't use it on him either. I wish he'd stick around a bit longer just so Ic ould use the echo attack on him.

- It's a bit of a nitpick, but from a level design perspective it was kind of silly to unlock the wall jump just to go up a wall in the same room and get the fire aura. Maybe it was because of the jam's time constraints, but a bit more exploration or backtracking to get the aura would have felt nice.

Anyway, a very solid entry. The audio and visuals were spot on and running around / dodging through lasers felt very good. Some creative skills scattered throughout and a mechanically compelling boss fight show that this game has a lot of potential. Nicely done!

First of all thanks for writing up so much feedback, it's invaluable!

I definitely wanted to have more ... everything! More monsters, more puzzles, more opportunity to really flex the abilities - but as you guessed I was working right up to the deadline to fit in what I did! I've gotten a lot of constructive criticism on the jumping and it's a shame I didn't have more play testers to catch that earlier in the development.

Absolutely valid nitpick on the level design for the walljump -> holy flames abilties and in a future update they'll definitely get rearranged to have a much more rewarding discovery route!

I'm not sure how your jump is implemented, but if you're interested I found these videos to be super useful for learning more about jump intricacies.

Rigidbody 2D: Improve Your Platformer with Forces

Custom Physics: Ultimate 2D Platformer Controller in Unity