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As someone who holds Celeste dear to me (got everything and even played a lot of mods) I can say this has a potential to grow to be one of the better "Celeste likes". I loved the art style and the music! The ending was... something... I liked it. But got to say for someone who has played Celeste so much it was still hard, but not because of the level design or mechanics, but because the moveset needs polish. Like holding on walls should not require moving towards the wall if you will have wall jumping (this was the hardest thing for me to "master") and having only one wall jump was kinda cruel, but I see why is that. But I am pretty sure it was bugging sometimes and I didn't even have one jump which made the previous problem even bigger. I didn't like most of the cherries for different reasons, mainly head bumping, wall jumping with (the problem I explained earlier), not seeing above the screen (only one, but still) and timing the clouds. The last one is overall complain for the clouds, they are a unique and amazing mechanic, but having the effect for so short made it a little annoying and to be fair this is not a big issue, but when it comes to the room you need to get the effect and keep it otherwise walls will crush you it felt frame perfect and I felt like fighting against all mechanics of the game instead of using them. But aside this level and the timer a little too short the clouds were by far the most enjoyable part of the gameplay! Overall great game, wold love to see it improved and expanded! Great job!

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Thank you for such an informative review! Actually, at first stages of development, you didn’t need to move towards the wall to hang on it, but I changed it. I think it creates some other interesting mechanics, like spamming the button to reset velocity, and slow down your fall. I’ll see what feels better to control, when I make next update. About wall jump bugging, can you please send a video of you catching that bug, if you can? I haven’t encountered any problems with it during the testing, maybe it’s due to WebGL lags, or something like that? I’m really interested in polishing it the best I could. About head bumping, I haven’t experienced much problems with it, but I can see that it can be pretty annoying sometimes. Yeah, the “not seeing above the screen level” problem was due to a limited level screen size, and after testing it, I’ve decided to leave it like that, make it a bit more challenging. About the clouds, my pixel artist told me to make anger timer longer, but I forgot about it a bit. True, the wall crushing level might be hard at first, but after testing it for 100th time, you nail that pixel perfect jump every time, and that was my problem. I should’ve made it a bit easier. Thanks again for such a thorough review! Really appreciate such informative feedbacks like this.

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I will try to remember to make a video later, but I am not sure how to show the problem, it just feels like sometimes I am not able to jump from a wall when I presumably should.

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Hm, maybe walljump coyote time is a bit too low (just in case, the thing that lets you jump after you leave the wall for a little time)

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thx for adding explanation for coyote jump (not that I need it) ;)

Thank you very much! I think I have nothing more to add 😊