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it's a really fun little thing, trying to use the abilities one after another made for an interesting puzzle game, although the lack of explanation for what each ability could do made for a few moments of trial and error, some of them were obvious, an enemy that jumps would help me jump, and an enemy that flies would make me air dash at least, but when "bullet-time" was presented I really felt confused.

Also as fun as the level design was (which yeah I was quite surprised by that) the visuals weren't simplistic as much as they were amateur, some enemies I had no idea what could do after I had already punched into the next dimension, with the core of the game being based around using enemy skills readability is very important.

(+1)

Thanks for playing! This game definitely lacked in the visual aspect, we tried to go for an old-timey and cartoony vibe, but that didn't work at all. As for the spike that gives the "bullet-time" ability, we just thought that slo-mo is cool and said screw it, just make the spikes an enemy or something.

since it was for a 48 hour jam I tottaly get the "let's just do it" mentality, my team had to almost scrap the wholeproject to be able to have something passable, consider my criticism more as pointers to what you could work on  in the game just in case you decide to push for an update after the jam, it has potential after all.