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(1 edit) (+2)

Very well done! The visuals and audio are great! 

I felt like this game was at its peak with the flamethrower level and the one where you had to jump really high with your past bullets. 

Having to avoid your past movements was a cool idea, making the player think about where they are going. But it more often than not led to dying repeatedly, which became annoying. Most levels that were a basic movement challenge I had used the slowdown for the majority of the level, which feels off in a game that makes you want to go fast.

There is some jankiness with the movement, I don't know if there was coyote time, but there were times where I felt like I had jumped but didn't. The wall slide felt very slow compared to the speed with the rest of the movement. I also wish I could jump out of a slide for a long jump, since sliding was a lot of fun!

If I held down the button to move before I had fully spawned, I would have to repress the key to be able to move. Which threw off some of my starts, especially for how often I reset a level.

I'm glad that the boss was amassing a ton of clones to rapidly shoot, since I was hoping there would be something like that once I realized the clones had also shot. Although, it felt like the platforms were placed randomly, and were a bit annoying to navigate.

Once you get used to the movement, its very fun! Very well done!

Thank you so much! All your criticism feels super on point. Coding the clones was also a challenge, and sometimes our course correction mechanisms result in some glitchy behavior, perhaps this fueled the need for using more slowdown time?
The platforms in the boss were in fact a bit rushed, some player managed to beat the whole boss from the ground floor too xD
I am also missing the coyote time, which is a big oversight in retrospective.
Once again, thank you for some top tier feedback.