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(+1)

Really fun game, played it to completion! It played a bit more like a regular platformer than a metroidvania though, but I still enjoyed it.

There are a few places that I think could do with some more polish - for example the music really needs to be a bit longer or maybe there be different tracks for the different areas... at the moment it can be a bit repetitive! Also, once you have the longest sword it's possible to damage enemies through the floor by jumping up underneath them. Also, the boss can be cheesed a bit by just standing really close to him and spamming attack... In fact, most enemies are not that challenging apart from the floating purple guys who are dangerous!!

A couple of other personal preferences; the jump is a bit floaty, especially when you get the higher jump... also I think that if you add in a bit of coyote time it would improve the feel of the early game when you are trying to jump off the staircases etc. Its less of an issue once you have the double-jump as you can still jump when falling from the platforms.

Overall though, great game! Well done!

Thanks, glad you played it till the end ^^

Yeah it was a bit lacking in terms of powerup variety and level design to have that more metroidvania feel, and some of this is due to lack of time/knowlege, and on the level design thing i was also afraid that for a jam game people would get annoyed if there was too much back tracking, so i made fewer branches after the initial mandatory powerup for progression.

Music here i totally agree is super repetitive, i didn't manage to pull off my best work here, again mostly time, cause i obviously would have wanted to make different music for different areas, but i got stuck by other issues to fix along the way, so the only compromise to having a single track i made (and forgot to mention in the controls like the dummy that i always seem to be -_-) is to have a mute key on M or Select, to stop the music.

The sword thing was of course not intended XD but i knew when playtesting that this would be exploited to hell and back, but at my current knowlege i don't really know how i could have the attack be stopped by walls and floors :/ 

Enemies are lacking for the same inexperience reason ^^' cause i still haven't figured out how to make enemies be "reactive" to the player and having the notion of if he comes from behind, so here they are mostly basic stuff i knew combined with some experimental animation variation that i crossed my fingers till the end that it would work and not break everything :p knife throwers and mages included plus the balance issue cause i didn't have the time to adjust them.

Boss was a very last minute addition with very wonky stuff so yeah not good :(

Jump mechanic is a bit of itteration from what i know but i wasn't sure how it was gonna react to upgrades so i didn't stray much from what i knew how to do, cause i know about coyote time and the benefits it has to improve a jumps feel, but i still haven't figured it out how to make it properly. I also lost time having to find a workaround to an odd glitch i never had before, where the variable jump height would break for some reason with the controller and ONLY the controller O_o 

Anyway thanks again for playing and for bearing with the rough aspects in my entry, and giving your detailed feedback :)