Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit) (+1)

Wonderful game !

I tried speed running this game (with potion boost mechanic) and it was amazingly well done. You can see it here 



Now for some feedback:

Pros:

1) The unintended mechanic that saved the game

Potion boosting in the tutorial tells you to throw the potion upwards and jump as it lands. This mechanic however is inconsistent and hard to time right, making some of your jumps higher and some lower. HOWEVER THERE IS ANOTHER WAY TO DO IT !!! Intentional or not, you can throw you potion downwards and have max boost every time !!!

What's more you may ask ? What if i tell you you can skip a whole section of a room in under a second ? Yes, yes you can with diagonal boost ! Simply walk and throw your potion down at the same time and you will be launched diagonally. This mechanic alone made the game WAY more fun and utilizes the most unique part of the game (potion boost).

Still want more you say ? Well, adding on top of the diagonal boost, how about a horizontal boost ? Simply cancel you upward momentum after a diagonal boost and you will be launched horizontally .

I personally don't think that these two mechanic is intended to be included by the devs, but it completely turned the game upside down from a slow and boring platformer to a fast paced high skill celling speed running game and is in my opinion, the mechanic that saved the game.


2) Decent level design

Levels don't feel repetitive, despite diagonal / horizontal boosting (which i don't think was a intended mechanic), each room felt fun and unique.


3) Banger music

Despite repeatedly restarting the game and having to listen to the music over and over again, it does not get repetitive and i enjoyed every beat ! (My favourite is the ending / credits music, it just fits so well !)

Cons:

1) Enemies have pointless existence.

Enemies feel like they are there just to watch you zoom by, and are overall just pointless since you can just skip / ignore them. I would suggest removing them.


2) Poison potion

This ties to my first point, which is there is no reason to use this potion. Enemies don't drop loot or any rewards and most enemies are just alone, so there is no real appeal to using this potion in combat given its main strength is AOE damage.


3) X for jump on keyboard. 

This is self explanatory and whoever decided that X is jump + unable to bind them to other keys have a special place in hell just for them should consider binding jump to spacebar


4) A very annoying bug (invincible potion)

Sometimes when throwing a potion, it plays the animation but the potion is not thrown (invincible). Its really demotivating to have a good run ruined by something that is out of the player's control.


5) Lack of speed running tools

Where is my restart button >:(

Timer does not reset after a 2nd run, and it just starts off where the previous run left off.


6) Poorly coded potion boost

when you throw your potion upwards, it detects collision of the player and explosion and will always boost upwards even if the potion explodes above the player.

When throwing the potion horizontally,  it detects collision of the player and explosion and will always boost towards the direction it was thrown at, even if the player is standing to the left of the explosion, it will boost the player to the right if the player throws the potion to the right.

Overall, although there are some bugs / changes desired here and there, this game is still amazing and got me hooked trying to get a good run. GG !!!

(+2)

Hi! one of the devs here (art and design). Thank you so much for your feedback! I'm glad you enjoyed the game so much :0

Some of the flaws you listed will hopefully be fixed in a post-jam version. We've received a lot of feedback about the controls, so we'll likely add alternate bindings in a short update once the jam is over. We'll also probably try and update the speedrun controls as well as the disappearing potion bug.

As for the potion jump, being able to throw it downwards / diagonal jump was an intentional feature. (Being able to throw the potion directly downwards was an addition later in development after players had difficulty landing the potion jump) However, the levels were designed without it in mind, since most players weren't able to consistently pull it off, hence why it feels like an unintentional addition.

I'm super impressed by your speed run! One of the first ideas during development was to give the player a high skill ceiling in regards to techs/movement abilities, so it's very satisfying to see somebody put that to the test. Especially seeing how quick you beat the boss, lol.

We hope to see you back for the post-jam build! :)