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(+1)

Overall I like the concept, I enjoyed the gameplay and the music, but I found several issues:

  • When Pomao jumps through the platform he seems to "stick" to it for a while and the combo resets.
  • Sometimes the red cactuses(cacti?) disappear with no reason whatsoever.
  • The anchor is straight up a downgrade: it increases your fall speed, making it harder to get combos, it prevents you from jumping when you stomp an enemy, making it harder to get combos, and despite all that it can't even kill the pink guys.
  • When you do a wall jump, the force of the jump keeps pushing you to the side even after you've stopped touching the wall.
  • The weapon switch system is strange, cause you start with lvl 1 weapon whenever you switch it, so you avoid touching the weapon upgrade circles.

Also I finished the game, but didn't realize that, so I kept falling deeper, then I tried to ascend by wall jumping and shooting, and it worked, but once I reached the surface, nothing happened, and on;y then I saw a small text saying that I won.

(1 edit)

I'm glad you raised all of these excellent points, so in order I'll give an excuse for why they are design decisions. 

The sticking to platforms is because of how they are set up, they have one-way collision from the top only, when you clip through them you touch them momentarily from the top. Also it adds challenge.
The red cacti are bugged, sometimes it tries to normalize a movement vector with a length of 0, and they yeet to NaN coordinates. This I could fix, but I thought it was funny.
The anchor is a downgrade at first, if you buy it first it's a trap, which is why it's cheaper than the items that mitigate it's downsides. The anchor lets you go faster, which is useful if you want to reach the boss.
The wall jump thing, pomao has positional based controls, but the jumps grant momentum, so when he wall jumps he can push against the x-dimensional momentum, but it still exists until it fades, this is to prevent climbing out without enough upgrades.
The weapon switching was because a level 9 weapon will deplete your ammo so fast, that sometimes I've wanted to drop levels, and the mods are so frequent it's not a huge problem.

Thank you for playing!

A boss? How deep do I need to fall to reach it?

~80k

Damn, that's too much. I usually get all balloons at 20-something-k depth.