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Nice work, I made it to the end! That final fight is tough, those mobs are ruthless.

I think an indicator for when your dash is ready would be really useful. There were a decent number of times when I’d jump and try to dash, but my dash would still be on cooldown from before, leading to a fall.

I ran into a bug where I entered and exited a room a little too quickly and it seemed like my character got lost on the screen, ended up refreshing and didn’t run into the issue again. Not sure how to reproduce or if it’s a known issue though.

I liked the final boss a lot! The mobs in-between phase 1 and phase 2 were a little rough. It felt like I was mostly playing hit-and-run, which sounds intentional but felt a little rough. The ‘jester’(?) enemy’s attack hitbox (where they stab the ground) seemed a little bigger than I expected.

In general I kinda felt like unmotivated to fight basic enemies, so I found myself running past most of them. I think that’s fine though - it kinda comes with the territory for metroidvanias.

The final boss phase 2 was super cool. I loved how the projectiles made me run away, which causes the boss to use the ‘hand through portal’ attack. Really cool pattern- it incentivizes sticking close to the boss so he’d use the less threatening melee attack, nice!

I really loved the way the secrets were designed. There was a point where I found a hidden path, walked through it, and saw nothing! Then I dashed around and found a second hidden path. So sick, I love “secrets within secrets”. Some of the secrets were so satisfying, like the early health pickup near the start - hiding right under my nose the whole time! The secret that lets you get the left key while skipping most of the left side platforming was also so cool. Really satisfying to get.

Great job!