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This is a great little platformer, and has the potential of being a cult hit, sort of like Shovel Knight style. I love the concept. The gameplay mechanic potential etc. The movement needs a bit of fine tuning and work, but it's on the right track. You definitely need to actually implement 'lives' so that you don't have to restart from the very beginning after one failure? Unless this was intentional so that the player masters the entire level and finishes it unhurt...? 

Also, the messages when you get the new abilities are confusing, because you can see them BEFORE you get the chest haha! Maybe a 'dramatic pause', a tada sound when you get the ability would have helped to notice it immediately. Unfortunately I didn't find it useful enough to drop my coins, but I can tell this spin is a great idea, I've always told people in this jam with similar ideas, that maybe you just slow the player down, so make it an interesting trade-off decision for the player: you want more coins, fine, but you're slow, otherwise be fast and go away with nothing. 

Sadly as others noted, no music in this game, but I don't fault the team. I had no time to put any music in my game either, but at least I had some SFX.. would have liked to see (or rather hear!) some audio in this one. 

That's very nice of you to say, we appreciate it. We weren't really aiming for the player to take damage and lose hearts like you do in a game like Shovel Knight, since if you die it's usually due to falling in lava or to the Hellspawn wall. It's more like Celeste in the sense that it's more about making it through the jungle gym we set up for you in one go, with the light punishment of starting the level over. The messages and abilities were just sort of constrained by how much time we had to work on the project. We considered making the character slower with more coins, but decided to make the wall go faster instead. Changing the player's movement speed sounds good on paper, but making the game feel worse to play and hurting movement options was too much of a tradeoff (plus designing levels around different movement speeds would have been a nightmare.) Audio was clearly our greatest shortcoming, and it's something we'll work on. Thank you for the feedback, I hope I was able to explain some of our decisions!

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Yes thanks, very good stuff. I don't disagree with your movement choices. But personally, I didn't see  or feel if and how the wall was going faster. Remember some times the wall is off screen so we can't immediately see it change speed. But that's indeed the right idea and a good alternative option if you don't want to alter player's movement. Perhaps with music (that speeds up!) the messaging to the player will be clearer. I hope you make a prototype of this game in the future, good luck with it if so.