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This looks like a game made by a relatively new team, and I think there’s a lot of potential. Between platforming, pickups, conditional walls, mobs and boss patterns, you have most of the tools in your arsenal already - with the exception perhaps of moving platforms which is always a little difficult to deal with.

I thought some of the control decisions were a bit odd (mouseclick for staff attack for example), but no real issues with how the platforming feels and getting the player to hit the wall (and potentially jump off it) was a good design decision. The sign that says you can walljump and dash is definitely not needed or comes a little late by comparison. My natural instinct on the world map is to click on a level but that sends you into the level you were last in (since you don’t move on the map).

Gave up on collecting coins and beating mobs up after the second or third level and just breezed through and beat the boss - jumping up a single side of wall and waiting for dash to regenerate so I could get higher wasn’t really what I wanted to spend my time doing when exploring, so I just decided not to.

Finished the game.


It’s nice that you can turn off the music, but the ability to turn the sound down a bit instead of muting it completely would be nice. Some darker edging around terrain that you can walk through would be good. I was rather confused at first.

The dash defaults to Left after you walljump, regardless of which key you have already held down. This means you have to wait until you start falling to be able to dash to the right. This is likely due to checking for some kind of keypress rather than if a key is held down - which would often be the case during walljumping.

It’s not especially needed, but a small, tiny amount of grace time for walking off the corner of the ground is always nice. Same for walljumping grace periods.