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The movement feels really polished and rewarding! It took me a while to really get the hang of the combat, but I can tell a lot of effort was put into giving it a lot of depth.

I’d love to see this go on into a full game, but if you plan to, I’d have to ask you if you can find a way to make combat more important. Right now, most enemies appear to be able to be bypassed by just maneuvering around and past them, which means that there feels like there’s little point to fighting other than if you just want to.

Besides that, though, there’s a lot of attention to detail here that I really admire. Even having a ledge grab is one major detail that I think has this game stand out amongst the rest!

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Having a bit of a background in 3d movement at this point definitely informed a lot here! It let me to get the movement refined to a nice level without too much trouble. Ledge grabs definitely help add sort of premium feeling to things, and are just nice to have in when 3d platforming is involved in general.

And yeah, i really have been itching to make some combat so i went all out on the idea here! I'm pretty happy with how it ended up and the amount of depth i was able to squeeze out of things.

A lot of the game is just kind of operating under the assumption that the player wil actually want to play the game and engage with the systems in the short playtime of it- being able to run from every enemy encounter, moves cancelling a little too freely into themselves, and it being extremely easy to get an enemy infinitely stunlocked. Its definitely stuff i'd have to address in a full release, but im not sure if i'll get to that with this. 

Although, part of not doing that was just led by not having checkpoints either, being able to run thru the encounters allieviates that a bit i think!

 But yeah, i'd probably lock you into encounters with the enemies were i to make an expanded version.