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(+1)

Incredible work as always, Shibey. Writing and art are beautiful as always. Precision platformers aren't particularly my thing, and I got pretty frustrated at times, but I made it through Normal mode and had a pretty good time. My list of nitpicks is as follows:

- I wish there was a neutral duck option. It's annoying to press down hoping to dodge a laser and for nothing to happen, especially when you have to get up to speed in order to slide.

-I wish the wall grab didn't have Camilla slide down. It placed so much extra pressure on me when I was just yearning for a second to pause and think of my next move.

-Also on the topic of the wall grab, it was generally fiddly to use. Getting used to letting go of X to get a proper wall jump off was difficult to get used to. It especially bothered me because there was not much times when I felt I got value from the long walljump.

-The wall jump was also a cause of frustration sometimes; when I wanted to double jump over a corner onto a small platform, most of the time I would accidentally wall jump and screw myself over. Hard one to fix, not really sure. Maybe one block tall platforms shouldn't be wall jumpable?

-The way speed ramps up slowly was causing  quite some frustration for me when trying to make adjustments while falling. Add that to the precision I was expected to land on springs, on one block platforms, and through spikes and it made for some frustrating moments. I wish the midair control was at a consistent speed, I think that would have made it feel much better.

-Some sequences really felt like I was making constant leaps of faith just to die and correct my mistake next respawn. Wish there was somehow more warning of what's coming up ahead.

Yeah, sometimes things were frustrating, but it was satisfying to eventually figure out a way through. And during the few fleeting moments when everything worked out and flowed together, I was flying through the level and it felt incredible. This one only needs some extra polish to be a really amazing speed game. Great work!

Thanks so much for playing, and all your feedback! The neutral duck is a great idea, and honestly should be pretty easy to implement. I'll probably add that!  Your feedback on the wall grab is helpful too. I think you're right about the sliding while grabbing... I may update that too. Honestly, the grab and long jump were features that initially were intended to be used a lot, but I backed off on because it's a jam game and is clearly already hard enough. As it stands, the long jump currently is only useful for shaving a few seconds off of a run here and there.

I have a post jam update coming that will address some of these issues, plus there's the new "assist mode" feature that will include several toggle-able options such as slow motion, infinite double jump, and immunity to projectiles for players who aren't digging the difficulty.

I also have a bigger update planned, that will add stages 7 & 8... so if you are interested, please check back later! (Though it may be awhile before stages 7&8 are ready)

Thanks again for playing! :)