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(1 edit)

Awesome little idea! I could see this becoming an awesome mobile game with a bit of polish and maybe procedural levels? I unfortunately got stuck on the same bit in both the overworld and hell, but the overall take on the theme was definitely awesome!

Here's some quick feedback I got while playing the game:

  • The high jump was cool and an awesome concept, but it was a little on the quick side.
  • I rarely used the shooting because everything was so quick, so maybe some balancing there?
  • A pause menu goes a long way for UX, so if you get time in your next jam, that might be awesome to add!
  • Audio would also be cool, some 8-bit sound effects like those generated by BFXR, could be awesome... And some background music too to match!
  • The tutorial text at the beginning was also a little hard to read, maybe adding borders to it or a shadow would help in the future?
  • Also a full screen / window scaling, but judging by the way you didn't use a "main 3" engine that may have been a little harder to support, totally be there!

Overall though, awesome little game with a lot of potential! I'm extremely interested though, what engine / language did you use? I've never seen a jam game with all the assets bundled into the exe before!

I've recorded a quick video of the gameplay while I played your game, hopefully you might find it helpful to watch how someone else interacts with your game!

(+1)

Hello, thanks for the feedback :)

watching your gameplay you had trouble moving while jumping, so you don't hit the top of another platform and trickshoting enemies (I also did run into those problems go figure) (maybe a coyoting there would help)

resizing was a recurrent request and the reason the game doesn't have that it is because the game was designed around the 800 by 600 resolution so big off there (I really didn't expect that would be a request at all)

i didn't know more games didn't asset bundle, the game uses Jgamer (my own framework) and Java so I just bundled the assets into the .jar (which was wrapped into a .exe) and java totally allows that

The game is an endless vertical run and shoot and a thing that I wanted to keep was the feeling of dread that each mess up would cause because you maybe could go back tens of floors, but that comes as a cost: memory, java is pretty memory intensive so the level switching is just me cleaning up some memory with out needing to do some crazy trade off, but while writting this i got an idea so i plan on updating this to include some things

anyway thx for playing and commenting