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The fun factor already improved a lot thanks to the better level design and controls feel nicer too compared to the last time I played (DD13 I think?). I'm using a controller and I don't think they feel too floaty, I had a bit of trouble jumping on the tree with the tiny branches though.

I'm not sure if I'm doing it right but I have to use a dash to get out of the starting area, it feels punishing since they are limited and I almost got stuck once going back to it with only one dash left. Rolling is fun but I can't find a way to stop it instantly which often means I get hit by something before it ends, it doesn't feel useful since the level is full of evil stuff ready to kill me at the slightest misstep.

I think the game would benefit from being less brutal in general, some enemies like the mosquitoes are annoying, some take several hits and some are in the worst places possible like the snakes on the tiny platforms, there are spikes everywhere and I lose all progress when running out of lives.

I found the semi-secret sign to the upper left but I couldn't reach it the first time since I had no dashes left, so I had to backtrack and try again once I got more energy, I would personally make the dashes infinite and work out a way to make them not overpowered, I don't think such an important movement ability should be so limited.

There's probably a bunch of stuff I forgot to post about but I love your game, it gets more fun the more I play it but losing all progress every time makes me sad.

Also I just realized that the life pickups are the girl's head, I think they look like seashells.

Thanks for playing. I'm not entirely sure how you'd get out of the starting area with the dashes, besides wasting all of your energy in multiple consecutive ones. The point of that cliff blocking your path is to teach the player the alt attacks which you can use by holding up/down while attacking, and the intended way is to use the flipkick (up + X) as a double jump. Very few people found those attacks in the last demo so I figured there has to be an obstacle that forces you to use them.

The difficulty curve is rough right now because as the gameplay keeps changing between demos, I need to make new levels to match, and I need to cram all the features in the new levels. If you play through the old levels in extra mode, you can find numerous shortcuts and bugs because of the new movement options. The "real" levels will have a much smoother curve eventually, though expect the last levels to be at least as difficult as the second half of this demo level.

Recharging magic has been suggested multiple times now, I'll probably implement it in some way but I don't want to reward sitting idly waiting for it to charge, or having to backtrack to some magic fountain, so I'm still thinking of ways to introduce it.