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Really like the presentation, and the intro when the character wakes up and you see the interface loading in is an awesome detail, plus i like how you made this game like a full length "metroid escape sequence" just without the timer ^^

I suppose the level nums are on the top left, max i could reach was P0 (the 11th if i counted right) which takes me to my main issue, the difficulty is brutal :O some of these precision jumps are pixel perfect with a single tile wide landing spot O_o this was a bit much especially while having to manage the power level which can also overcharge.

Now with that said i still liked it ! Just needs a bit of tweaking i.m.o cause the rest is solid and there are quite a few levels for a jam game, not sure how much was left i didn't see, but yeah pretty cool regardless.

Well done :)

(+1)

Thank you! The Metroid escape sequence was definitely a source of inspiration when it came to crafting a story for the game and central mechanic.

Correct, the levels are the top left and P0 is actually the last level (currently). I prioritized the book ends first, trying to make a "complete" game (for once... haha), then filled the gap between. 

The difficulty spike is stupid harsh, but I wanted to showcase the potential of all the elements in a final, controller-snapping level. The difficulty curve will definitely be more gradual—just ran out of time to make more levels. XD

There's still loads to fix/refine in the movement and collisions, level design, etc. I'm so glad you enjoyed it even with the hard edges. Thanks so much for playing and sharing your thoughts!

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No problem, and i can see that, i'm a big metroid fan so that's the first thing that popped to mind when i started playing, to the point where i ran really fast through the first few screens before my dumb brain caught up and almost had me *who killed captain alex style* " why are you running ?" when i realised that there was no time limit and that i then understood that you could overcharge your energy :p

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Haha... That's great! I considered having a countdown timer, but I thought it might be too harsh on top of everything else. Ultimately, I decided on a best time system for potential replay-ability. I'm glad the sense of urgency was still there.