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Good entry! I really like how much you put into this one, especially ability wise! The bosses were quite good as well, with a decent ramp up in difficulty. I feel like the 2nd one was a bit harder to me than the 3rd though, because the extra abilities you get for the 3rd make him pretty easy to dodge and beat up. I really like the kick attack that you put in as well! It was a welcome respite from all of the swords and normal guns that most of us put into a game like this! Thanks so much for having gamepad support also!

For constructive feedback: Maybe make the player movement and jumping a bit tighter; it feels very loose and floaty which isn't that bad in this game, but for the future you may want to practice tightening that up some. Level design: you should definitely make it where collision blocks look more different from the space where you can move around; I found myself confused a lot of the time between which way I could go or not and just had to run and jump around to figure out. Love the checkpoints, the abilities, the AI. I didn't encounter any sort of bugs. Good job on all of the UI/menus as well!

(+1)

Hello Raptor9999, thanks so much for the feed back.

It was definably easier to create this for the jam by using an recent project of mine (Action Trainer) as a base for the jam. 

I think you may be right about tightening up the player movement. Because the player can zoom on through without thinking too much, also the range on the dash is over half screen like he was shot out of a cannon. 

I can definitely make the blocks a different color next time. My thought was to make the world organic and to push the foreground being orange and the background being light blue (similar to castlevania's color pallet). But I think in the long run changing the color would make the game world easier to understand. 

Once again, thank you for the through feedback!