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This game looks amazing! So many visually distinct biomes to explore - I particularly enjoyed the palace interiors, but the trees looked really good as well. I liked that you put the effort in to give each biome its own background music. It also controlled quite well, very responsive and snappy. I also thought the slime monsters were a creative implementation with their hitbox being tied to the spiky protrusion.


Here's some constructive feedback:

- The world design is huge, but I felt fairly unguided and uncertain of where I was supposed to go most of the time. There was a lot of guessing and backtracking (as well as one instance where I got stuck by going right from the palace before getting the fireball and had to reset the game).

- The HUD, while gorgeous, covered several of the gems I needed to do the vertical shot on.

- I struggled with this one a lot too, but in a game with so much vertical movement and such large spaces to navigate, the camera felt a bit off - there were several times when I'd have to make a blind jump/fall or when the camera's swift movements would distract me.

And a  minor nitpick:

- The background parallax moving at the same speed as the character felt weird.


Overall a very solid entry and definitely one of the most visually stunning ones I've seen so far. Great job!

Hi and thank you for your feedback!

The issue with being unguided is that I did not have the time to put in a starting cutscene to explain your goal, haha. I could definitely put that in the next patch, after the voting period. As for the HUD covering essential switches, hmm. Maybe I should make the vertical camera movement go further?

Can you tell me exactly where and how you got stuck? I am trying to get rid of all the gamebreaking issues, haha

And the minor nitpick: completely valid, we did not have time to implement a proper parallax system so the skybox is just set to always have the player's positions lol.

Thank you again for your comment and I'm glad you enjoyed it :)

The issue with being unguided is that I did not have the time to put in a starting cutscene to explain your goal.

Oh, this wasn't so much about an opening cutscene, it's that the map felt too open, especially in the beginning. I didn't really have a sense of where the game wanted me to go, it felt like there were too many decision points and branching paths. It probably took me a good five minutes of wandering through every nook and cranny available before I found the fireball ability.


Maybe I should make the vertical camera movement go further?

This was specifically after getting the fireball ability and trying to get back into the palace, you have to shoot a gem that's very high above you to open a large door. This gem is very easily obscured by the HUD. It might be as simple as moving the gem down a bit.


Can you tell me exactly where and how you got stuck?

Right from the start of the game, if you go right and exit the palace which requires leaping off of a ledge, you'll end up in an outside area I couldn't find an exit from. All of the platforms back into the palace were too high up, and all of the pathways that I found (including one built into a cave - which had a nice transition hint btw - which was ultimately a dead end at that point in the game).

I hope this helps. Let me know if you need any screenshots and I'll see what I can grab for you.

Ah, the open endedness is the intended experience, haha. You can progress in one of four directions from the start and then you are pretty much locked into a linear path until you find the ability of that path. As you've noted with going right, there's a cave entrance that you can continue into and find they way forward. Or do you mean somewhere else?

Ah okay, that's cool. I found my way into the cave but didn't find the intended path so assumed I was going the wrong way. =/

It is very much possible, that the graphics are a bit murky in the area. You were two rooms away from the easiest to get upgrade though lol

Ah interesting. I'm gonna give it another go later and check it out, sounds like an interesting concept. So a question, do you just spawn additional monsters as the player finds more upgrades (to keep the difficulty curve ramping up)? I think I noticed that the vampire things (I didn't look very closely, but they had a cape :P) didn't spawn until after my second upgrade, but maybe that was just coincidence.