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(+2)

holy hell this is so nice. I love the polish and the game feel, especially with the tonic. I understand from your other comment replies and game description that the difficulty progression is still sort of work on progress, but the difficulty did drag a bit. You already had some levels that popped down lots of pillars, so why not just do that even more for the harder levels?


I think the most interesting mechanic was the pillars targeted on the player though. I found it super interesting how your own position would effect the spawn point of the bullet, and not the usual way in which the destination of the bullets is the player instead. It felt like I was playing little mindgames with my past self from 3 seconds ago lol. I think there's a lot that could be expanded upon there.


As for the tonic I do think it would be overpowered, even with harder levels implemented, but at the same time the move speed bonus and the active-while-holding feel felt so refreshing compared to the overused dodge roll/dash mechanics other games have a lot. One suggestion from me would be to have an initial use cost for the tonic, which takes maybe a third or half of your bar, so that it would still be effective as a slippery escape tool, but now forces the player (hopefully in a good way) to have to commit to the button press to make the best use of it.


Easily the highest quality game I've played in the jam so far, by a long shot. Played all 50 floors, I really liked how much gameplay you managed to fit in such a small space. I hope you continue to develop this game further, and congrats on the submission!