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(+1)

Very nice entry! Using alchemy to dispel shadows fits the theme of the jam to a T and the basic story setup at the beginning doesn't overstay its welcome while also providing a reason everything is happening and a concrete goal.

I do think that how the movement feels could use some polish. Especially having 100% full control of air movement feels pretty jarring to me. I could be wrong, but I also feel like the player character lacks acceleration and deceleration. I would like to recommend a really good GMTK video on this subject called "Why Does Celeste Feel So Good To play?"

I'm also not a huge fan of waiting for a projectile to almost hit you so you can use it to reach new areas, at least not as a fairly major mechanic. I feel it does overstay its welcome in this game. But this could definitely just be a personal preference thing.

I loved the way parts of the level were designed to bend in on itself at points. Looking around and recognizing areas nearby that you had been before is a great way to feel like you're making progress as a player. I also loved the cartoony aesthetic and unique character design.

Overall, I feel this game has some kinks to work out, but with some work I feel this game could end up being something very cool.

Good work, and good luck in the jam!

(+1)

Wow!
Thank you very much!
100% agree with the movement polish, all points are on my list and the GMTK video will be usefull for sure!

About waiting for the projectile (lots of players found this part annoying) it needs to be adjusted... maybe by the throw rate of the enemy maybe by the level design or maybe some other clever way that I still have to figure out.

I am glad you liked the level design and found the theme implementation fitting.

Thanks again for the solid feedback!