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Is there a control scheme description anywhere? I got the dive ability but I cannot for the life of me figure out how to use it

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just jump into water and use the directional buttons

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Ohhh I see, I was assuming it would be a kind of ground pound move to open up holes in the floor where applicable. My bad lol

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Alright, I finished it and I enjoyed it! I have some thoughts:

Aiming the projectiles is a bit odd, as switching directions seems to not work instantly. There were many times I jumped over a boss to hit them from behind, pressed the opposite direction to aim and shoot, and the character was still facing the other way. Maybe shooting direction can't be changed midair? Either way, that was a bit frustrating.

I enjoyed the platforming puzzles in concept, but the controls feel just a little bit too floaty and imprecise for those sections to 100% work. But you have a knack for designing them, so if you tighten up the controls a bit, those will work great!

There were some enemy placements that I thought were unfair, such as jumping up through a shaft and immediately having a thwomp descend down on you.

The final boss was a bullet hell spectacle but he can't kill you; my health went into negatives and I could just keep going and tanking damage. Was that by design?

I found the moonman, two .25 and a .5 strength upgrade and a 5 and a 10 hp upgrade. I think I missed some other optional stuff, probably even including a boss or two, I never figured out what the cyan basin was meant for. But that's the magic of metroidvanias, haha

Either way, this was enjoyable, and a pretty strong entry this jam, congrats!

the final boss thing wasnt by design, thats really weird, ill check that out but im not gonna do anything more with the controls, its too much to fix for a jam entry

also for the cyan basin you need an item hidden in the attic. the oracle also tells you your completion rate

The only thing I can think about it, do you have death state occurring when HP equals zero, instead of less than or equal? Ah well, that's  a minor issue and I had fun playing it, I might even revisit it to find more optional stuff, so good job :)

i fixed it earlier and put out fixed builds. the issue was that the preceding boss subscribed to the players defeat event, so when that preceding boss was destroyed the event invocation caused a nullreference exception and that caused the defeat method of the player to fall apart