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I liked the inversion of the typical power-up mechanic: picking up souls and becoming weaker is surprisingly fun. The final segment didn't quite stick to that (I'd have loved to see it take away something else, like moving on the ground or something), but it was more challenging than any other area, so it still worked.

One thing that was surprising was that the first challenge (the double-jump) was a lot harder for me than any other. I think this was due to the jump being based on key release rather than key press: getting the second jump to trigger at the peak of the first meant I had to release the space and re-press it before the key had fully risen (otherwise the time between press+release was too long). 

Since your comments sound like you'll be continuing to develop this further, I wish you the best of luck with it!

Yeah, I had a conversation with another player downpage about that and I'll definitely be reworking the jump before we put this project down. Of all the mechanics, jumping was weirdly the hardest to get right in the timeframe, considering all the nonsense we ended up doing with it ;^.^

The final stage was meant to be a culmination of sorts; yeah, you had been betrayed by the Ambiguously Evil Voice (AEV), but you'd gathered so much power you were capable of handling it. Your thought about disabling walking while carrying the evil soul is interesting though; I might play with it a bit!