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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 :)