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Holy crap, you guys absolutely nailed the vibe of this game! The music, visuals, and sfx reminded me of playing Katana Zero, which is one of my favorite games, but were also distinctly their own/unique. I'm excited to see what it's like with enemies added back in and I can't wait to use the sword and projectile.

Two notes:
I don't know how to describe where it is, but there seems to be one wall right before a checkpoint that kills you, though it just looks like a normal wall. I was still able to get through the area after a few attempts since I managed to go under the wall without touching it, but some people might stop playing there if they think it's just broken. Message me if you need a better description to find it.

Also, I really like how it started getting a bit harder as the level went on. One specific element that could still be made more difficult would be the falling down diagonally to avoid spikes section, as you could make it do a zig-zag pattern instead of just going down and right.


If you guys update it over time, I'm 100% coming back to try it out again!

Thanks so much for playing. I will make sure to notify the whole team so they can see all the complements you gave us. Seeing people's feedback and comments on our game really gives us the motivation to keep developing so I thank you for that.

Also, thanks for the specific feedback, it makes it way easier to fix an issue if we know what it is rather than the usual reports of: "feels buggy". The way that the hazards are working currently is that there are two different tilemaps, one are normal blocks and the other are hazard blocks. The issue is that we use the same palette so all the blocks have hazard variants that look indistinguishable from the regular blocks as a player. If some regular blocks were misplaced as hazard blocks it leads to them stealth killing the player. We will do another pass over the blocks types and get all those issues ironed out.

Ill make sure to forward your other pieces of feedback to the relevant people since they can provide more insight than I am able to in their respective expertise. 

We are looking to release a v1.1 version of the game that has all the features that we developed for the game that were not able make into the final product due to bugs or programmer time constraints (was trapped in class till 6 and wasn't able to get all the art assets implemented before submission at 8). After that, we would like to continue our development and add new mechanics that we didn't have time to explore due to the scope of a game jam project.