Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

It's a interesting idea, but the combat is kind  of boring, but also too difficult. I felt like the only way to get past the pits was to sit in the corner and spam the shockwave and power up. I think the power ups are on a time limit for when you can use them, but it wasn't clear to me if that was the case. I also feel like knowing what a power up did would be nice.

The idea of the platforms coming alive and moving seems neat, but currently the platformer sections don't make much sense to me. The first few platforms in the first section aren't tall enough for you to stand on without touching the lava, and I found it easier to just quickly jump through that section.

The sword feels like it was introduced too late into the game, and power up spam still seems better. The infinite jumps doesn't make a lot of sense since it would make any future platforming pointless.

The story was cool, though some of the text was cut off, and there's a bit of a delay when you click to advance so it's possible to skip some of the story.

If the combat was a bit more interesting I feel the game would be fairly solid.

The platforming sections are supposed to be more fast-paced, tbh. Some platforms are that short so there's more of a challenge and you don't stand on there for minutes. The original idea was to have a wide empty area and you gotta get through it by having the platforms move, unfortunately I didn't have time for that. The infinite jump is only for the last level, not in platforming sections (that's primarily why the final level has no platforming) in case you get cornered by monsters, or to attack some monsters that are on upper parts of the map. The sword is really just to make the last level a bit easier, too.

Yes, you have 5 seconds to use power-ups, I'll be sure to add that information and what the power-ups do on the instructions of the game. I'm testing the cutscene and the text isn't being cut off, so maybe that's an issue with your browser.

As of you reading this, likely a new update is out with more info on the instructions. Also, what could I do to make combat more interesting? I really dunno.

Maybe if the pits were bigger, so you had to first chase down a power up and then you would kill some monsters, and the process would repeat a few times before you progressed? The power ups could also have more distinct effects since they all look the same just different colors and shapes. Like maybe the square is a beam attack, and the circle is a bomb or something.

It's a bit hard to come up with ideas beyond that since I'm not sure how you want combat to feel, but hopefully my suggestion can give you something to think about if nothing else.

Interesting idea, I'll consider it, I do agree the power-ups need some effects, tho. In Level 3 I kinda wanted you to chase down the power-up, but it falls quicker than Rahagon. I'm not sure how chasing power-ups and then killing the monsters would be a large glow up from attacking power-ups and then killing the monsters, since that's not very different, I might say.

I feel like the combat should feel difficult, but dynamic, with everything having a reason to be there.