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(+1)

This was an interesting twist on the theme. It wasn't a perfect game but I found myself refusing to stop until I beat it, so I was definitely engaged throughout. I do have some minor feedback.

Here are my suggestions

  • Make the jump a little less floaty. It doesn't feel completely floating; you still have a good amount of control of how long your jump is and where it lands, but it doesn't feel as responsive as some other platformers like Mario or Celeste (high standards I know :]). This may be a framerate dependent issue (though I didn't notice any framerate issues), or simply tweaking the numbers that make up your jump calculations.
  • Slowdown enemy attacks a little bit OR add a more obvious telegraph to attacks. I liked that the attacks forced me to move, but the speed at which they came made it difficult to evade with intentionality. I often evaded them by mistake, which isn't what you want necessarily. If I evaded attacks very deliberately, the game would make me feel skilled and smart.
  • Make touching enemies take away less water than getting hit by an attack.
  • Once an enemy dies, wait a little longer before respawning it. 
  • Combine more of the enemies that showed up together in one "fight". You had several enemies, but you only combined 2 at a time and didn't revisit old enemies that often it seemed. I may be misremembering, you had plenty of fight variety, but just an idea. 

I would try these tweaks to make the game, but nonetheless its a very solid, beautiful, and well put together game.