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Very interesting to see a movement shooter metroidvania! I like the pixel filter, and although the environments feel a little bland, I can't say much, as my 3d modelling skills are non-existent. Just a few things:

- Harvest, at least with the first gun, is literally useless, since the player can move so fast when moving anyway. All of the harvest-gated areas can be skipped with diagonal running (holding W and D or A at the same time), even straight from Grey to Blue without gaining any abilities, although the jump is considerably tighter.

- I struggled initially to tell what was the harvest bar and what was the health bar. Even a small heart image beside the health bar would help to distinguish them, along with a flash on the harvest bar when you hit enemies.

- The snowmen sinking into the ground is just annoying. It can be fixed by just entering and exiting the room, but why?

- LOADING DOESN'T WORK. I mean, I believe it might have worked on my first death, I can't remember exactly, but every other playthrough, I had to quit the game and start all over again, re-entering my settings too. Which lead to me skipping all the way to shotgun as mentioned earlier every playthrough. I once got to Blue's savepoint in just over 30 seconds, but there's plenty of room for optimisation.

- It's really hard to tell what the upgrades in the pause menu are. I never figured it out in the end, except for the blindingly obvious heart.

- It's kinda hard to tell if you take damage unless you're staring at the HP bar. Even a red screen flash would help.

- I can appreciate that it was the last weapon, but the sniper rifle has no harvest special.

- Uh, was there a way to switch weapons? Because if there was, I missed it.

- The game doesn't fit into the theme (except for the name pun).

- Finally, this is completely my fault, but at the ending I softlocked myself because I skipped slide. I couldn't access that cool-sounding playground :-/

This game definitely has a lot of potential! I can't wait to see more of it!

Thank you for the comments!! Sadly environment design was one of the parts I didn't actually get to hah. 

Being able to skip so much is quite humorous and I probably will keep such later down the line, though RED's skill will definitely need some buffing.

Loading not working is specifically in the BLUE area, I found such after the submission time ended so I'm just waiting for rating to end to fix such!

The upgrades are for increasing the meters, and I didn't make the damage overlay red since a similar visual happens when grabbing the red drops. Such will be adjusted though!

Rifle does have a skill but it is hard to see in outside of the playground, it acts like a grapplehook.  If you want to check out the playground at any point you can slide right here in the first room after grabbing the shoes (left side of the first door)!

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Thanks for pointing out the secret route into playground! Had a load of fun trying out the grapple there! I do feel like the grapple should allow you to channel your current velocity a bit more, but maybe that's just me trying and failing to those random out of bounds blocks :-)