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Finally, a hard game jam game! While I did defeat the boss, i do think it needs to telegraph its attacks better.  You could try using sound effects to help differentiate the two attacks. On that note game feels a bit sparse in the sfx department. try using https://sfxr.me/ if you need sfx fast. Personally I mix my sound effects in https://jummbus.bitbucket.io/ but thats because I'm weird.

Annoyingly, there were some places where there would be an enemy on a small platform, your attacks don't knock you back enough to pogo on the enemies, but they knock you back enough to where you will fall and die. Then I noticed that enemies deal very little damage to where you really shouldn't worry about them. Lastly, the intro was waaay too much text without visuals. 

Now that I got all the negative stuff out of the way,  I have to say that the art was incredible and the movement mechanics really had charm to them. A lot of work goes into face portraits and hair physics, so I salute the person/s who worked on them! It was a nice change of pace to play a game that wasn't a cake walk.

Thank you so much for the feedback! I'm glad you enjoyed the difficulty, though it general we do think that it was a bit too hard at the end, mostly just because of the small "frustrations" that you mentioned. SFX was definitely the area that we skimped on the most for purposes of the jam. There were also some CGs planned to go along with the intro, but were cut for time constraints, since we decided to focus more on music and portraits.

We're glad that you took notice to the movement and physics, because getting the "feel" right was probably our biggest priority. 90% of the actual gameplay/level implementation was done in the final few days, while the majority was getting an engine and framework set up that would work the way we wanted it to, which seems to have payed off!

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Its nice to see I wasn't the only one who put together most of their game on the final day!