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Absolutely incredible job! You managed to pack a lot of depth into this in such a short timeframe. The mobility mechanics were fun and had a certain precision to them that felt good. You really knocked the exploration and progression out of the park, and I appreciated the ending heads up a lot given I'd missed a coin along the way. The combat seemed largely superfluous, but that's far preferable to it being an interruption or an annoyance. Pretty sure I fired the bow once just to test it out, but maybe I would've used it more if I'd spent more time in Look Ahead mode. I also never felt the need to use the shield. I think they'd have been well served to solve environmental puzzles/hazards, but it was still cool to have them as combat options even if they sat unused.

There are some minor nitpicks, here and there; some grating sound effects, stationary arrows caused damage, an awkward checkpoint position lead to some frustration near the end. But overall, this was fantastic. The Artemis franchise is going places.

Thanks for the feedback! I'm glad you enjoyed your time with the game! :) Yeah, the game was originally going to focus more on combat but I found the 64x64 resolution and specifically the square aspect ratio very limiting in terms of making combat feel fair. So I kept the "Follow the fun" philosophy and refocused the game on what worked best leaving the mechanics in to expand on in the future. So "largely superfluous" is totally accurate! Enemies all die in one hit because you just can't see them coming and keep them on-screen long enough for a fair heads up. Look ahead mode was added literally 30 hours before the end of the jam because I had it built for when you are aiming the bow and I thought some people would feel more confident if they could look ahead on some jumps without having to use the bow and have it in their inventory for it to work.