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Platforming took some getting used to, but was enjoyable once you got the hang of it. There was tons of content here, with lots of well considered level challenges, although some of the later platforming sections were a bit frustrating. Also, there were a few places where the screen transition hadn't been properly taken into account when designing individual screens. 

Glad to see sorting your boilerplate stuff left you a fair bit of time for content creation. Looking forward to your next MVM entry, where you can have more time to polish things!

Thanks a lot for the feedback. I did worry about relying too heavily on the coyote jump puzzles to make up for the ease of enemies and generous hit- and hurt-boxes. The screen transition is actually my biggest personal pet peeve about how to restructure my metroidvanias. I had to make sure that I wasn't putting the player in immediate danger when entering a new screen. Would you mind pointing out on the map which rooms/screens you noticed the issues with. I think I have a pretty good idea of which ones are the culprits, but I want to make sure so I can remember to address this in the future.

And thanks, yeah the rework was almost perfect for me personally. This is the first game that I can say I put thought into level design and managed to design almost all the rooms. I'll definitely let you guys know when the next MVM happens. I just didn't have the energy to dive immediately into the current one after this jam like I thought I would.