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I always try to beat what I’m reviewing before leaving comments at least once, and after four and a half hours I’ve completed the demo. Good work! I was not expecting such a big experience for the luigi cool spot!

I don’t think I explored quite enough, as I always felt severely underpowered. But respawn was never too far away, and running off to find more stuff further, so I just kept at it, and eventually you get good at avoiding touching things. Or at least, at touching the right things to minimize your damage, like using the boss’s projectile to damage-boost through the bosses and avoid their relatively high contact-damage.

Speaking of bosses … I never found Shellack!

It felt like some room layouts were recycled between areas, which helped remind that there were unexplored spaces in previous areas. Whether this is just a technical limitation or something deeper in the story I haven’t seen from the demo. I do know there were at least a few that I didn’t go back and recheck, simply because they were far enough away I wasn’t sure how to easily get back to them and it would be disappointing if they payoff were small.

Overall this is a great game!

(+1)

Thanks for taking the time to play through the whole demo! Due to trying to fit such a large game world into 64 KB, I had to do a lot of recycling level design elements, but I tried to keep each area unique by changing up the palette, enemies, etc.

That recycling actually felt like it contributed positively to the experience! Like, never once was I thinking it was cheap or lazy. Every time I saw a reused room I thought “oh right, I’ve seen this before and couldn’t get through this part at the time, I should go back to that”