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(1 edit)

-The objective marker isn't a bad addition but it can't be at last building. It can be a bit disorienting. Being in every consecutive building could be an upgrade. Not only that but there are many other ways that you can guide the player where to go like: different light colors, signs, new enemies on the way, yellow paint lol and other many ways :). 

-The healing takes too long, especially when you fight enemies with shotguns(at least get full healed during each break between waves).

-Getting rid of the bullets inside the gun while reloading is just a no no.

-And be more careful with the collisions.In the first level, you can jump on the second building only if you get on top of one of the little pillars, which is a bit annoying.

PS: Just know I discovered the dash mechanic and it's very broken. I think just a simple wall run mechanic would have been more convenient.

(7 edits)

The game does have a wall run mechanic - if you hold forward as well as the direction of the wall while wall jumping you move along the wall, you can time it to ride the surface, kind of like flappy bird without obstacles. You can do this infinitely without losing height. If you only hold the direction of the wall when wall jumping, but not forward, you bounce off of and away from the wall. This, combined with the dash, is the intended way to cross the gap and reach the final buildings in the first level, wall run, bounce, dash to next building, wall run, bounce, dash to next building. Based on the wording of "discovering" the dash mechanic, I am wondering - did you play the tutorial?

Can you explain what you mean by very broken? Other reviews have mentioned it makes the game fun, I am wondering what bug you encountered with it, or if you mean it is overpowered, so that I can improve it for Sunday's update. Right now it is infinite instead of being only twice in the air, which is to allow jam players to circumvent difficulty to play the game, as a courtesy owing to the limited time we can give each entry as we play them.