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It looks so good and has an impressive amount of characters! I also loved the tongue-in-cheek humor with the renaming of the fetch quest (and subsequently forgetting what it's called) being a standout. I also really liked the concept behind the final boss fight, it felt suitably epic with the music and the pathetic amount of damage you dealt and your friend joining in to defend you. Alas, I did not finish the fight, it ended up being frustratingly difficult, which brings me to my feedback.

1. I found the feedback on taking damage to feel inconsistent at times. Like I'd think I certainly took a hit, but looking at my health realized I hadn't, and vice versa. Some more feedback on taking damage would have gone a long way. Also, the way bee corpses would sort of randomly teleport added to this confusion at times.

2. The game really needs coyote time. There were so many times I had barely walked off an edge and pressed jump just to activate the double jump instead. It felt fairly unintuitive compared to the timing used in other games. This also goes for wall jumps, if you can check if the player has just released the wall before jumping, you can make the wall jumps feel much smoother.

3. The wall jump itself was pretty rough because of the above comment. To me at least, it's an unintuitive sequence to hold the button towards the wall, then press the jump button, then hold towards the next wall and repeat. That's why coyote time and some extra logic built into wall jumps can help make them feel so much better. It was also a bit awkward to put such a difficult wall jump section as the second test of your abilities, especially when it was followed up by a very safe wall climb into the Queen's chambers. I would have found a way to reverse those two sequences.

4. A much smaller nitpick, but the dash was pretty hard to use in air because it maintained velocity. Freezing the player's velocity on the y axis or at least stopping it completely before the dash is applied would stop me from slamming into a hole in the stage at max speed cause I dashed while falling. :P


Overall this game had a super solid presentation, the art style (I particularly liked the backgrounds and lighting effects), the characters, the dialog, it was all great. I think if you polish up the gameplay mechanics a bit you've got a really good game on your hands. Keep it up!

Wow! First of all, a big thanks for playing through our game! Glad you liked the writing in the fetch quest, that's K.C.Dignan's work. It's cool that you understood the 'pathetic damage' thing in the final boss :) It's nice when people notice things that were put in on purpose.

More importantly, thank you for the very helpful, constructive criticism! I did work on the bosses and some general systems throughout the game. I regret not putting time in making the player movement feel good. There was more of a focus on getting all the content finished and perhaps the gameplay polish suffered because of that. I'll try to respond to your points:

1. I agree that the player should receive more feedback if they got hit. It kind of just happens and you don't really notice other than a sound playing and a heart disappearing. We should've shown something extra visually to indicate damage was taken. There was also gonna be a slight knockback on hit that I experimented with. However due to how the player controller was put together at the time, it wasn't that easy to implement and it was too much work to rework it all given the time constraints.

2. Truth is, I had never heard of coyote time before this jam. I knew that it was a thing that platformers tend to do, I just didn't know the name. Again, didn't put much time into gameplay polish because of time constraints, so that's the same issue here.

3. The wall jumping is indeed fairly counter-intuitive. Unfortunately, we as the developers were so used to playing the game, that it was hard to truly see a problem with the controls. It's like we're used to the poor controls and we somehow become able to play with it. We did notice in playtests that players did have a hard time making regular jumps and wall jumps. Here too, due to time constraints, an overhaul of that gameplay mechanic didn't happen.

4. This is a really good point and not something I'd thought about before! Indeed eliminating the Y velocity would be a good idea during dash.

Your feedback is great, it's really valuable and these are definitely things we'll take into consideration going forward!

Thank you for playing!

It kind of just happens and you don't really notice other than a sound playing and a heart disappearing. 

Oh honestly I never noticed the sound, maybe my volume was too low. That's on me. If you play my game, you'll notice I went with knockback. It was my first time trying it out and I gotta say I don't like the way it feels, but there you go.