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Both the combat and the platforming needs some time to get used to, but the gameplay is as metriod/castlevania-like as it could possibly be, promoting backtracking and freedom to explore. The intro is also very well made. I also like how the environment changes as you progress.

I can see that coyote time was implemented, which is neat. I would recommend adding jump buffer too so that it's easier to dodge consecutive projectiles. Being forced to use the spear in a safe environment is very helpful, but as many have mentioned, a longer 'lifetime' would be preferable.


I'm not sure what to do when I run out of mana against the second boss and stopped there, so never got to try out the air dash and am probably missing a lot of content, but I can tell that a lot of care was put into the levels and enemy design. Great job on the submission!

(+1)

Thanks for playing! I should have left some hints for the second boss. The idea is to do the melee attack against its blue projectiles. They drop mana pickups

That makes much more sense now and is a great mechanic. Maybe having the player hit the 'mana pole' to restore mana will help link blue objects with hittable mana source? That's just a suggestion though, so no need to think too much about it.

Sure, that sounds like a good idea! The pickups don't drop anywhere else in the game so having that as an introduction can really help