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(+1)

Cute theme and cute characters to flesh it out. I enjoyed the world and getting into it.

PROS:

  • The concept/character for the boss fight was great for the theme and was a great overall concept.
  • Controls were responsive and let me navigate pretty easily.
  • Dialog was fun and got to the point without dragging out exposition.

CRITIQUE:

  • The character is a large part of the screen and can jump pretty high relative to their body height. This ended up causing the level design to require some jump gaps that were large enough to not fit both the jump start point and intended jump target on the screen at the same time and that can lead to a lot of "blind leap" moments.
  • The timing and hit box for the player attack was difficult to read and made combat difficult to interact with. Enemies also had a lot of health so actually combating the snakes didn't end up practical most of the time and the boss took a lot longer than I'd expected. I only honestly beat it because I bugged out and ended up unable to die regardless of the amount of damage I took.
  • The mechanics of the boss fight are actually pretty cool, but right now it feels like he's only able to take damage from one location and the RNG of the arms coming in from the side means that I can't have a guaranteed window of opportunity to take advantage of that weak spot. If players had more of a tell where the arms were about to pop out to let them decide to commit to the upper platform for that phase of boss attack and/or the ability to navigate off of the platform as the arm comes out towards them then the fight would feel more "fair" as a whole and less based on RNG.