Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

This is a hidden gem. You did a great job with the gameplay! The controls felt good, there was a progression in difficulty, and learning new skills throughout the adventure made it refreshing. Also,  I loved the dialogue between other bugs and animals.

  • The fly obstacles were well done and enjoyable. Some of them were difficult but I'm glad you made them optional.
  • The Beetle boss fight was challenging. Sometimes it felt a little unfair because the projectiles didn't aim properly and if it went near me, I would have to move away from the button.
  • I think the obstacle in the entrance to Yamakuu Mountain needs to be a more clear. You had one tile where the player was supposed to jump on and it could be easily missed. I almost thought that was the end of the game.
  • You should remove the dialogue/cutscenes if you've already seen it and died.
  • The Slug boss fight was too difficult. I think you should have given the player at least 1 more HP or lower the amount of hits to kill it. I kept dying when it turned red because I have little time to react when it charges and it moves incredibly fast. Also, since the spider's only attack is to use projectiles from the enemies, it can backfire when the slug moves around and you have to let go; giving it a chance to hit you while you're dodging the slug.

This is one of those games where I overlook the RTP graphics because you've done a great job with the gameplay.  Easily one of the best games I've played so far.

(+1)

 Thank you for the in-depth review, I greatly appreciate your words! I regret not replacing the RTP, it was part of the plan, but I ended up running out of time. 😭 I'm very happy to hear the design of the game shines through despite it. 

  • Thanks! There were a lot of challenges I wanted to add that were too difficult, so the flies were a good compromise.
  • This battle was a little difficult to balance, since if the projectiles are accurate, the battle is super easy. I suppose I could've made them a little more accurate though. 🤔
  • Sorry about this!! Everyone who play-tested didn't seem to have a problem, but I guess it might be a little difficult to notice on different monitors or PCs. I'll see if I can make it a bit more obvious. 
  • Yeahhhh, I wanted to create shortened/faster versions for whenever you would see them again, but couldn't due to time constraints. >.<
  • I agree 100%. It's definitely the one thing I would change if I could. I was scared of making it too easy since it was the final boss, but I misjudged how difficult the boss would be for most people. I tried to make it difficult for me, and I'd been playing the game for a month, so it ended up being not very friendly for people playing the first time. I like the idea of adding more HP. This game was somewhat inspired by Celeste/VVVVVV, so my mind was always focused on having a one-hit kill system. But incorporating boss battles ruins that, since it's impossible for players to quickly recover from mistakes mid-fight. If I ever update the game after the jam, I'll definitely be sure to allow the player to take multiple hits before dying. Hopefully, it would make the fights much more enjoyable. 

With that being said, thank you for your feedback! I appreciate your thoughts!