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(+1)

It took me six minutes, but I wish it took me 20 ... I don't mean I wish I was worse at the game, but I want more of it! This was a blast to play and I hope you keep developing it. The clone and transport mechanic was cool, but it felt like I used it for the same puzzle solution in each new room. I'm sure with more time you'd come up with even more clever and enjoyable uses. I like a lot about this game. The flow is nice. The movement feels good. The music and sfx are just right, but I'm going to leave some feedback because I do hope this becomes a bigger project.

  • Moving so fast as a ninja feels great, but I'd like a couple more options ... a roll, a wall jump for sure, a back flip or double jump! This character was a joy to control, so I wish I had a few more options for freedom of movement.
  • Bigger hitboxes. Gimme some big ol' juicy hitboxes on my sword swing. I didn't feel very powerful.
  • I like the two different enemy types requiring different attacks, but I think you could have separated them even more with distinctive colors.
  • The animations that are in the game are awesome, so I'd love to see more in a future update.
  • You're scene transition doesn't compete before the player has control of the character and the other instances are acting, so I would sometimes die in room transitions because I'd walk into something or get killed by an active enemy I didn't even know was there yet. Not a big deal with generous checkpoints, and this is a jam game after all, but I did pickup on that a few different times.

Overall. Great entry and really impressive work for a solo dev entry. As Ernani said below, you blended action and puzzles really well.

(+1)

Thank you so much for your in depth feedbacks, I'm really happy you liked the game :)

I thought about adding more movement options. I feel you because when play testing I often wished I was able to wall jump or double jump, however I know those options would have introduced some bugs and more play testing would have been required. 

The game was something different when I started the jam. Then I drew the character and his animations and I decided to turn it into a fast paced platformer. The attack animation doesn't fit the play style, but I didn't have time to redraw it. That's also why I decided to give the option to slowly adjust your position when attacking. If I keep developing the game, I will definitely change it to a running attack in order to keep the flow going.

That's a good point on enemy colours. I used the same shades of red to indicate danger, but some differences would have been better.

Also a good point. I wanted to keep the action going, but I was a bit too cheeky with the level design (especially the pit with the electric wires right next to the spawn point).

Thanks again :)