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I really love the idea and the general execution, but the controls kinda ruined the experience for me.  Having the jump and shoot keys adjacent meant that I commonly did one when I meant to do the other, which resulted in a lot of deaths. I know it's a jam, but generally having a couple control schemes pre-bound is a nice thing to do (WASD with space to jump is a pretty popular scheme, and none of those keys are used here).

The second issue I had with the controls was around the movement. The jump takes you way higher than you need to get on most platforms and the lack of ability to put yourself in a corner and turn around to shoot both make getting through certain rooms without being hit really difficult. The vertical shaft with the three blades is a great example. There's little room for timing a jump and a shot since you have to come off the wall to be able to shoot at the blades. Then the jump sends your head through the platform above the one you're aiming for, meaning that if you've not also watching the blade above, you get hit.

These issues aside, the game is really well made/designed. The art style is simple but super effective. The sound effects are serviceable, but can be a little on the grating side. The idea itself is incredible and has a lot of potential possibility space.

You've got a potentially really great game on your hands if you want to keep developing it. It could just use a little bit of polish in the controls.

(+1)

I believe this is a limitation of the pico-8 engine they have used, you can play with a controller for a better experience perhaps?

Ah, thanks for the heads up!

That's right -  Pico-8 is a fantasy console so it's a bit restrictive with the controls. I actually set it up with a controller myself when I was showing it to family members.