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(+1)

Generally difficult, Souls-like games aren't really my thing but I'll take a shot at reviewing this.

I kinda get where you're going with the whole "discovering ruins" take on the theme, but it would have been good to put a little something in the game to explain it.  Even just a little text at the start would have gone a long way.   Theme -- 2/5

I actually enjoyed playing, despite it not being my usual type of game.  Only a couple of my deaths felt "cheap", and the levels felt challenging but relatively fair.  Fun -- 4/5

The controls seemed fine to me, although I think it was odd that holding the jump button made the character jump every time he hit the floor.  Also the player seemed to stick to the ceiling sometimes?  Controls -- 4/5

The graphics looked pretty good.  A little on the minimalist side, but not in a bad way at all.  I did notice the platforms seemed to clip behind some bits of wall and in front of others, but that's a very minor gripe.  Graphics -- 5/5

The music and background sounds were really nice, but I thought it was sad that the music only played in levels 3 and 4, then went back to the sounds for 5.  Additionally it would have been good to throw a little variety into the music for each level.  Not a whole new track, but something like adding some reverb on one level, using a low pass filter on another, etc.  Finally a sound effect for the player dying (and maybe reviving too) would have been good.  Audio -- 3/5

I didn't really notice anything in this game that felt new or original.   Originality -- 1/5

Thank you for your feedback. It is a jam game so I didn't really have time to finish a lot of things. I could not finish the whole soundtrack so it feels kinda empty. I'm currently reworking the controls to be smoother and faster and the "sticking to the ceiling" was supposed to be a mechanic which would act as something like a "zipline." I will release the whole updated game in August. I am also working on a backstory, new improved sound effects, new level elements, improved level design, and difficulties/intensity of gameplay.