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(+1)

This is an impressive demo that already feels ready to become a full game. I think it gets too difficult too soon (fewer spikes right at the start) and the controls are a bit off (I got an uncontrollable dash after getting the first Dash EX) but it otherwise has the right platforming feel.

However, the pills were a different problem. I don't think players want to mess around with stats during enemy encounters when these enemies are so quick to kill (doesn't help that the pills are limited too). Maybe if the pills gave the player short power-up effects (invisibility, one super punch, growing and shrinking in size) and worked on a cool-down I'd feel more eager to use them.

Sorry for the rambling, just wanted to say it's good :)

(+1)

Thanks for your feedback!

Unfortunately I didn't have time to produce a level design that allows to explore all the pills' functionalities (for example, I intended to make a way to use pills against enemies to lower some of their status). 

In the future, I will place enemies with high status. This will force the player to use the pills.

Oh, and some of the power-ups you mentioned are already present in the game, for example, if you set the attack to maximum using the red pills, it is possible to defeat enemies with one hit and if you max your defense, you become invincible and enemies can't hurt you (but spikes can).