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This is highly polished and I am somewhat envious of the ability to put this together in a month. There’s so little to say about it because it is such a good example of a Metroidvania. I guess that would be my one criticism: it ticks all the boxes so well it lacks an identity of its own. We have large interconnected areas, traversal mechanics that unlock areas, save points, a story that unfolds in parrallel with the the player’s understanding of the environment.

Okay, one actual criticism. There’s a certain enemy that appears to be invulnerable that we see very early on. I think their dimensions would benefit from some shrinkage. Given the tight spaces and their unpredictable paths, it’s a bit too hard to avoid them in areas where they are not trying to specifically keep you away from something (like the chip in the first area).