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(+1)

An absolutely excellent game. One of the top 3 that I've seen/played from this game jam. The little bits of dialogue and audio in the prelude created a very cute and accessible atmosphere, which made it more compelling. It was a very engaging experience, I loved playing it. I also specifically loved how you taught the player mantling so intuitively at the beginning of the level.

Could do with a bit more audio design as well - even just some background music from a freesound-type source would do a lot. 

From a platforming standpoint, I didn't love that after mantling you're forced to take a step - it feels a little unintuitive/uncomfortable. The orb spawn rate in the late game feels a little oppressive too, maybe only because in order to aim you have to also move in that direction so you lose some precision/control. But these are nitpicky issues that I can only even bring up because the rest of the game feels so GOOD.

Seriously, great job - great game

(+1)

Thanks a lot for the comment!

I also didn't like the "taking a step forward when mantling", especially in branches, I think it makes sense in solid platforms, though now that you mention it, it should be a shorter distance, but in branches (and single tile platforms) it feels very awkward and fall-prone. I noticed it while designing one of the flower puzzles, but I didn't have time to fix it! I'll make a  note of it for the post jam version. 

Regarding audio: I agree completely! I always leave sfx/music for last, and I always end up with too little time to actually add anything. What little sfxs there are were added in the last 40 minutes or so, and there're a lot that were planned (like the bullets hitting stuff) that didn't make it.

I agree on the orb spawn rate also, I added those on the last day because I wanted to give the player a reason to keep shooting past what few enemies were in the game. It felt easy to me, but I forgot I've been piloting that ship every day for the last week!

Thank you for playing and I'm glad you liked it! :)