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(+1)

Ah well, much too punishing for my taste, those circles gave me some taste of an appearant Celeste-related PTSD. Ha. Have to admit that I eventually gave up on the longer circle sequence (time left was just to scarce every try). Would be nice to add a short in-game hint about the wall jump , too – like in case of that jump circle.

The knight suddenly stopping in the middle of the larger platform felt like a bug, until I realized(?) that he paused for a moment to point out the countdown. It still somehow wrong, though. I’m afraid, all in all the communication towards the player of that loading-progress element is a bit too cluttered and thus confusing. Sound volumes deserve an adjustment… the big offender, of course, is the explosion sound… that doesn’t really vibe with the linked action anyway.

I liked the idea of having the assets only appear when the corresponding icon was collected – but it is also easy to miss, because the first two items are pretty hard to avoid (btw, is there also an effect when not collecting the script fragments?). But there are surely cool ways to make this mechanic into a more meaningful gameplay element.