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This game has a really cool concept and really good art, but some of the elocution of mechanics and gamefeel leave a few thins to be desired.

For example, if you think of the basic gameplay loop of an action platformer as  a cycle of avoiding enemies and their attacks while looking for an opening to hit back, and executing the strike upon finding it there's an important difference between the split second reaction incorporated into avoiding damage and attacking, which is generally more planned out and initiated by the player. This is to say for surviving to feel good your tools need to be readily available, easy and quick to execute, while attacks can be more involved and complicated. 

This being said having important tools for avoiding enemies, such as double jump and dash, bound to random keys by the card system, made them a somewhere between awkward and unusable for split second reactions. This issue was compounded as more cards were unlocked and it became increasingly likely to not have an attack when you wanted to deal damage, or a movement option when you needed one.

I'm not sure what might be good options for addressing any of these, but I thought they were at least points worth considering.


on a more basic scale the game was fun and easy to learn and get into with minimal explanations required, which is always a plus.

The character did feel a bit clunky do to a lack of control over the jump height and feeling oddly heavy with how quickly she fell.

Still a really groundwork with awesome art.