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Thanks, yea I agree it didn't end up feeling very complete, I definitely over-scoped this project and pretty much only started making levels on the last 3 days.

Difficult platformers aren't for everyone I suppose, but some would argue that the challenge makes it fun. I used to speedrun a game called "I wanna be the boshy", which this game was partially inspired by, if that explains anything :P

These controls are pretty common in indie games that don't require you to have your hand on the mouse, especially metroidvanias (see hollow knight, another inspiration for this game), usually F is V though.

The red character follows the theme very well I think, not only in abilities (fireball, flame dash) but in their expression red is "heated" while blue is "chill". I could see the confusion with blue though, I was going for an "ice slide",  I tried to make his attack like an icy fist but I guess it just looks blue. .

I spent the first 6 days working on mechanics and at some point I had to stop myself and just start building out something playable even if it didn't make sense from a non-gameplay perspective, At one point in the last couple days I said to myself "I'm not thinking anymore I'm just developing", whatever that means lmao.  Appreciate the genuine feedback though, and now I have a much better idea of what is possible in 9 days.

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You are probably right that the confusion over the key-bindings is due to me not being used to it. The problem is that on German keyboards z and y are swapped I think. Maybe you can understand that this makes it much more difficult. One thing I'd like to add: It also would have helped if you respawned as the character you were when you died.

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Definitely if I were to expand on this game I would allow the player to rebind the controls