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(+2)

Overall I liked the clone concept but they disappeared on a timer and I think they should stay until I summon another clone... Often I was in the middle of trying to kill an enemy and my clone disappeared before I could finish killing it and as a result I had to spawn a new clone... but my previous version of me didn't do the things I needed soon enough.

Removing clone timers, letting the player decide when to sacrifice an old clone or simply creating an alternate path past enemies will probably improve playability. Especially when monsters respawn every time the player summons a new clone and the monster is blocking an entire platform (or just make monsters one shot since the current player has no ability to shoot)

Also you may not be aware but as a webGL game you need to be careful with ctrl. Ctrl-S is save page, ctrl-w is close tab, ctrl-e is search and ctrl-d is bookmark page.  These functions are still active while playing your game and it bothered me when it would pop up or I would accidentally close the page while trying to jump and shoot. I'd suggest either using the mouse for the right hand or pick something close to jkl; as those are the standard positions for typing.

I rated your game well but those controls were a real issue for me.

(+1)

Ohhh i see the problem. The original shoot key was ctrl, (both ctrls), after uploading the webGL version, 30 minutes before deadline, i saw the ctrl problem, so in a rush changed the controls to Z and M for both players, but forgotted to change the clones, i reuploaded a version seconds before the deadline with the clones changed, but apparently i missclicked one config.
The intended way was both players and clones can shoot with the same key, Z or M, currently the clones shoot with Z and ctrl,  sorry for the inconvenience

Thx for the feedback!