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(1 edit) (+1)

Good tutorialization, decent visual clarity, nice checkpoint system, and a helpful arrow system led to one of the smoothest starts I've had this jam. You spent a lot of time making sure this was a friendly and accessible ride and it really shows. 

I was quickly in a pseudo-flow state and I thought this game was at its best when I was nailing lasso jumps and narrowly dodging technocows. Unfortunately, my playthrough was ended by a crash to desktop (I see I'm not the first) on a boss death. 

You're clearly a developer with a lot of focus on your players, and I'd like to see that more of that energy channeled into the game. I get the feeling from the boss fight (maybe I'm wrong) - you wanted to make this game a sort of hybrid combat platformer. 

If that's the case, it feels like there was a missed opportunity for some more cohesion. You can't fire projectiles while lassoing. the combat crystal is a separate entity from the platforming crystal, the pacing is very different between the two, and focusing on one allows you to skip the other (ie: avoid combat by platforming away or vice versa) 

Whatever your vision may be, if your mechanics supported each other at the level you support your players - you'll definitely end up with a stronger experience. Nicely done

Fair points. Thanks for the insightful feedback.