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Thank you!!!

I did not really have any experience in animating before, so I have a long way to go. I might overdid it with the difficulty on the platforming section. The health system is intentional this way. At first I thought about combining health and energy into one, but I decided to separate it. There is no downside to healing (you can still move and jump and it happens instantly), except losing energy. The whole idea is to be resourcefull with your energy without wasting too much, like for example forcing people to decide if they want to heal and waste energy or risk dying from one hit.

I got a lot of complains about the second enemy, especially for cutting off the moonlight. This did surprise me, because the pattern is extremely predictable and there are huge areas where you cannot get hit at all and just stand there without any risks. I tried to figure out what went wrong and watched some of my friends playing it blindly. Mostly they charged in and played very aggressively. I think I should have made a larger tutorial section, that really teaches to be careful with the energy management and create a proper solution, what the player should do if the energy runs out.

You are right with the small platforms, they are too small. The end area was pretty rushed and I should fix it.

We will probably continue working on it, so I hope it will satisfy your thirst for vengeance.

Thank you for your comment!