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I made it until the 3rd or 4th room (the long one) and couldn't get past it. I like the aesthetics, but the game is very difficult if players hit a roadblock 5mins into gameplay. I think it's an issue of difficulty curves, since the first room has one enemy, then a few, then 20 or so. You can probably get a lot more mileage if you add a couple of new rooms with fewer enemies. Same with the room layout - the general gameplay is that I'll stay on the floor and throw my projectile upwards, since there is no arc or anything to worry about and the room layout doesn't give me a reason to do anything else.

I'd also consider remapping the controls. My left hand is on WASD, my right on the Arrow keys. Hitting Spacebar to jump becomes really awkward, since I have to change my normal hand position to hit it. I don't think W does anything, so use that as your jump key instead. Perfect time to add some verticality to the gameplay as well. Maybe a floor type that you can't throw through, meaning the player has to get on the same elevation as the enemy to hit them?

Final score: Has a cool frog / 10

I thought it was pretty normal to use a-d for movement with the fingers and space for jumping with the thumb. But then again it doesn't cost me anything to add W as another option, so I did it, there's probably a lot of people who expect it to work that way already if I tell them "wasd: move".

You're right that the level design is very lazy at the moment, I mostly just copy pasted the same 2 enemies and 1 platform around to make it look a bit more like a game but I haven't put any real time into it yet. Once I'm done with the mechanics and when I have a few more enemies I'll try to do a better job with it. Thanks for playing and for the feedback.