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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.