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Great job submitting a game! I love the intro and the opening crawl, it really sets up the tone of the game. Responsiveness, accurate hitboxes, and good feeling movement is essential to these types of beat-em ups and unfortunately I think that's where the game is lacking. Just one example is the jump feels sticky and I can't move around while I'm in the air. 

The first level took me awhile to beat but I enjoyed the loop of memorizing how the enemies were going to attack and positioning myself correctly. When I finally beat the first boss it was really satisfying. I spent more time on the second level but I never got passed it. It feels extremely difficult because I simply cannot get the player character to move quick enough with the rate enemies are coming at me. 

You clearly put a lot of effort into the unique bosses, the levels and hazards, as well as the sound. I just wish I could get through the levels to experience those things you put time into. I think it definitely has a lot of potential, just needs some polish. Thanks for participating!

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thank you! i actually finished the majority of the level design and stuff on the last day of the jam, and I was away from home for about two days beforehand.

the game was mainly inspired by Kung-Fu Master, which is why it feels a bit stiff. it was originally gonna be a lot more fluid and even have combos, but i felt that it would've been out of the scope of the jam, so i stuck to something arcadey and reaction-based (and consequently a bit too difficult, as most people who tried playing can testify). there weren't many playtesters as well. 

i've considered doing a post-jam update to rectify these issues, but i'm not sure enough people would be interested.

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If you do decide to do a post jam update I would be happy to play it again!