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Great submission! The art was clean and pleasing to the eye, reminded me of World Of Goo, and the use of light motes greatly added to the atmosphere. Very good sound design too!

It was pretty clear where to go or what to do, and the platforming wasn't very hard. Copious amount of checkpoints was good, didn't let it get tedious. There were 2 confusing moments for me: in first room, the spikes look like visual effect of echo instead of danger, so it took a few deaths to understand what's going on, and in the long jump tutorial room, there is a mote of light hanging in the center of the screen that doesn't move and hence looks like an unreachable collectable.

Only major downside is that I experienced an input bug where the game would "stick" to the last direction key pressed (e.g. I die while holding D, then release it before respawning -> the character will endlessly run right on respawn instead of standing still; I do a walljump while holding D, then release it -> the character will fly right after ending the walljump), that was very annoying. Also, defeating wizard doesn't count as defeating an enemy, sadge.

Hey thanks for playing! I recently found that bug where when you die the character will keep running, but I didn't know it went all the way back to that build! Thanks for the great feedback, as I've been looking for more people to play to find more annoying bugs or advice about how the game is played. I have a ton of fixes and updates to the game I just haven't uploaded them since the gamejam is ongoing and I assume it's against the rules of fair play to update while the voting process is still going. Glad to hear the boss isn't totally unattainable haha, I was worried most would give up before reaching him.