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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.