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Thanks for playing ^^

Yeah i should have tried to push a bit further the environement variety, th music i agree not my best work, however i forgot to mention on the page if it ever gets annoying since i only manage to make one track, you can mute it any time by pressing m or select on a controller.

The big weapons i wanted to have as a bit of a nod to Aria of Sorrow and some of the crazy big swords you had in there, however the exploit is unintentionnal cause i didn't know how i could prevent a hitbox to get stopped by walls without it being a solid object that could get in the way of movements or animations so i'll have to investigate how i could solve that.

Definitively the knife throwers have been the biggest issue from feedback so far so like i said i'll probably combine both fix proposals into one, have them shoot slower and have them stop attacking constantly when in range to give the player a chance to get close enough to fight back.

I wanted to have hp drops on enemies but got sidetracked fixing stuff that almost broke near the end.

The boss was completed really last minute so it's super janky and i didn't really thought about having him have a hurt zone at least when he's walking so yeah he is quite exploitable.

Glad you enjoyed the game nonethe less, i figured that for a metroidvania if it's a month long jam, i should try to make the map somewhat big but not quite big enough that poeple would get bored or lost so it was a tough balance to achieve and i'll admit i didn't quite completely achieved it  :p

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As said I really enjoyed it :)

It was funny as when I found the wall exploit your level design changed for a while to have this big meaty 5-6 tile floors, which stopped me, and i was like aha they know! but then it went back to the 2 tile floors and me chopping shins :D

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Haha well i usually try to go for these kind of game breaking mechanics myself when i play a game so i knew this would be exploited to hell and back :p but since i don't know yet how i could prevent collisions going through walls here i did what i could to limit it through level design while knowing poeple would still try to find a way to do it... cause i know i'd do just the same in their place XD

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don't mean to jump in here but i noticed the nod to Aria and the second I got that sword I was like "oh hello my old friend, Claimh Solais".

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No worries :) and yep that's the sword ! Even if it's not quite as broken as the Claimh Solais, mostly cause i can't imagine the complexity of trying to make a similar Strength/Weakness damage type mechanic especially on a jam deadline considering my still limited dev knowlege :p

although design wise it's also a little nod to Berserk hence the in game name "Zerker" XD