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(+2)

Love the idea, the visuals, the sound design… Just the jump is very hard to master, and for a platformer that’s a bit sad. I got stuck at a ledge that I couldn’t jump over no matter how hard I tried, combined with the shot 😅

And mixing control schemes (keyboard and mouse) in a platformer is a tad non-intuitive… I’d check how Contra and Metal Slug solved the shooting, maybe that would help here.

Definitely a lot of potential here though!

(+1)

Thanks for playing! I wanted the shot's kickback to be multi-use (as a high jump, double-jump, speedrunning tactic, etc) and predictable (so in terms of physics it's just a dumb omnidirectional velocity add). In short, playful, kind of? I guess that was at the cost of harder jump-shoot coordination.

Some high walls at room borders are just there to prevent being out of bounds (I know, I should make them unambiguously very high, but in daytime the sun would just be blocked across 80% of the rooms with the current directional light system)

I added keyboard-only shooting, though it was a bit of a last-minute addition.

Thanks again. I'll play your game later in the day!