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(+1)

Oh man, checking that box made a world of difference. My initial reaction was, "there's that many enemies on the screen?" Now that I've had a chance to play it, i feel like maybe the initial movement speed/velocity of the player feels a little slower than it should be? Near the first boss fight to the left of the game start, there's a collectable thats guarded by one of the smaller bots that shoot fire. You can't hit them if they are on the same surface as you so I figured I was supposed to do some hopping over it to collect. I never succeeding in not getting hit. So maybe its a combination of both? Maybe further in the game there is a power up that remedies this later on?

Mad props from implementing some accessibility so quickly. I don't think a lot of us even consider that. Maybe there should be an "Accessibility" jam where everyone tries to make a game that is accessible for all. That's just a "its morning and I still don't have my coffee yet" thought.

Overall, I'm impressed with this game and really appreciate the work you put in!

Glad it made a difference, although it bypassed most shading on the enemies because my materials were affected so much by "fog" giving a depth feeling... 

As for that specific gold nugget, I think you mean the one underneath the door and the flimmering light opening and closing it all the time? Yeah, it's a bitch to get in and out without losing health. However, there's a save station just above to the right, so you should be alright. It's one of the first parts of the entire map, and I forgot making it better in the end.

A friend of mine came up with a great suggestion: when landing after a jump, the rocket launcher should go lower, so that if you time it well, you can shoot at those robot vacuum ceiling fan enemies when on the same level.

Accessibility jam sounds nice! If there is none, maybe you could host one!

(+1)

That is a great suggest. Not only in terms of hitting lower targets, but also giving more of a "i just landed" visual and feel.