Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Man, it's finally good to play this after watching the progress.

What I liked

  • The knockback distance feels hilariously fun. I sometimes expected to hit a wall and get a bounce effect.
  • The wall sliding and edge climbing looked and felt fun.
  • I really liked how the music fit with the visuals.
  • Difficulty felt pretty balanced.
  • I'm always a fan of being able to play with my controller.

Improvements/Suggestions/General Feedback

  • We've talked about player feedback before so, one thing that comes to mind is enemy deaths. I gave it some experimentation, and it looks likes there's supposed to be a death effect on enemies, but it looks like it will only play if they die in a specific state. If that were fixed, I wouldn't feel like enemy deaths sounds need to implemented, at least for your standard enemies. I do think there needs to be a death sounds for the big boys though. As a player, if I take down something huge, I want to feel the success.
  • Also player feedback related - dashing.  I feel you could go two ways with it. Either implement a dashing sound or add an air distortion effect around the player and be ok without a sound. I think the effect would help the player infer that there are iframes, instead of having to list it on your game page.


I definitely enjoyed what you have so far, and happy to finally play it after seeing progress reports.

(+1)

Awesome, thanks for the feedback! I do want to add death effects to both the enemies and the player, but I've been worried to do add it this late because the way it has to be implemented currently is pretty easy to cause null reference object crashes. 

In terms of the dash, one of the things I'm planning on finalizing during the grace period is an after-image effect on the player. We'll see if I actually do it.

Ironically, I think the wall sliding itself feels pretty bad and I'm very strongly considering removing it from the current build since there's literally no situation in which it comes in handy. Ledge climbing will stay, of course, but it's something I want to clean up in the future in terms of some of the logic behind it.

Glad you got to finally play it, it's been a long time coming!