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(+1)

So glad you enjoyed the fever mode and infection systems. Those are really the core of the game and took a lot of fiddling to get them interesting.

Yeah I'm always so unsure of control layouts. For this game I just used the same control scheme as Ninja Gaiden 2 Black and hoped that would land. But our game is very different. You can actually change the controls by pressing CTRL+Y. But default controls are important regardless.

The enemies were tuned pretty difficult to make fever mode more pivotal. Early on the mode was useless, you could just stay in normal mode and spam them with basic attacks. I may have taken them too far though. They don't drag you towards them, they actually knock you back. But your attacks have pretty strong homing ability, especially in fever mode, which is probably what you were noticing.

And yes your last point seems to be running theme with all feedback. The floaty slippery feeling character was very intentional, one of the first things we decided we wanted for the game, but my late decision to include some precision platforming sections to try and spice the game up was a bad call. Should have kept it a purely combat driven game with maybe just some easy platforming.

Thanks for the compliments on the visuals and sounds, the artist and musician both worked really hard I'm sure they'll be happy to hear that.

And thank you so much for the thorough review. I'll rate and review your game later tonight!

(1 edit)

I think you should lengthen the cooldown of Infection if you work on it more, as you have said in other comments.

Many games now try to keep most buttons near-ish to the WASD keys as it means you can play them with one hand! But it is only a suggestion. I would recommend testing W to jump and Space to attack. I think it would feel very natural.

Personally, I'd like to see more games just allow movement to be both on WASD and arrow keys, meaning you can switch and swap at any time (keyboard games can feel cramped after a while) and make it easier for left or right-handed people, but that is just me.

Perhaps the enemies could knock you quite far back? I notice now that the blob enemies both shoot and hit you with.. their tongue? The amount their projectiles knock you back could be a universal knock-back. Meaning the player does not want to get hit. The player knocking back the enemies quite far when hitting them could be a fun addition.

No issue at all with the precision platform areas themselves! But I think you should choose. If you prefer the floaty controls, then the precision areas should go. If you liked the precision areas, the floaty controls should go. Personally, I love pixel art games and many do not have floaty movement, so I would just remove the floaty movement and keep the precision areas myself...

Good work, once again and look forward to seeing more!

(+1)

Yeah I personally liked the infection lasting longer, but I was worried it would irritate the player so I reduced it heavily. Another option would have been to have longer infection, but have it not affect your jump height as that is really the most detrimental debuff.

Good point on the controls. This game could have easily been a one hander if I'd done the controls that way. And having the both WASD and arrows is great a idea.

I did experiment with higher knockback on enemies from player attacks, but with the way player controls this lead to having to chase enemies down after each hit which I found annoying. But maybe with increased homing distance that approach could have worked well.

Yeah my heart was really set on the slippery floaty controls for this game. Partially inspired by the winter theme, we thought of the ninja as a personification of a snowflake falling through the air. Also inspired by our musician's albums which have a lot tracks with a slow dreamy vibe.

For my next game I may go in the opposite direction, make a really tight precise character similiar to the Megaman games and then I can go crazy with the precision platforming design.

Thank you. Played your game and left rating and review.