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Wow! More people should have tried this out! I would suggest WebGL in the future, if you can. This was such a great entry with amazing music. Very calming. For improvements, I would say take another pass at the dodge, it felt like I was getting hit in the tail end of it when I shouldn't have been. 

Keep up the good work :)

I'm working on figuring out a fix for the audio issues I was having so I can get a WebGL version up for the post-jam revision. For some reason--I *think* it's compression-related--the Unity WebGL player completely wrecked the music to the point that it was just a terrible experience. I've never had any problem like that before, so it really caught me by surprise. Hopefully I'll find a fix and then I can do a write-up on it in case anyone else runs into the same issue >:)

As for the dash ability: hmm, thanks for the feedback; that's interesting. I'll take a look at it for sure. It sounds like this is more likely a feedback issue than a mechanics one (at least from my perspective as the programmer). The invincibility frames last the full duration of the dash itself, but there is a brief period afterward where some of the visual effects (particles and trail) are still present, plus the momentum carries forward a tiny bit. It's not as simple to fix as just extending the invincibility time, since doing so would actually make it possible to chain dashes and become permanently invincible with proper timing, but I have a few other ideas I'll tinker with.