Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit) (+1)

Fantastic game! The art is nice, especially the derpy tongue as he jumps. The story was surprisingly touching, and I enjoyed the final boss fight (this as someone who generally dislikes bosses).

A few minor quibble about polish: there are spikes which you can fall onto without seeing them, the "coyote time" doesn't seem to work on moving platforms, and the dash cooldown isn't indicated in any way I could tell. As I say, minor problems. Overall, this was a really nice entry. 

I liked the level design. It looped back on itself very nicely, and the checkpoints were much appreciated. That said, you could maybe be more generous with checkpoints early on, to help ease players in.

EDIT: And apparently there's a map screen? The level design was clear enough that I never found myself needing it.

So glad you enjoyed! I'm especially happy that you liked the story... I might do a sequel for a future MVM. 

It's also gratifying that you liked the level design. I put a lot of work into it. :) I do plan to add an earlier checkpoint in the post-jam edition. 

I was going for a minimalist HUD, so it doesn't display dash or fireball cooldown. But I am considering adding that.

As for the spikes where you can fall without seeing them... I think this is mostly in one or two places, and I really wish I'd caught it myself. But you know how it is, you play your own game so many times that you become blind to the bits that are too difficult or unfair.

Again, I do plan to put out a post-jam edition after the rating period, just for completion's sake. So these suggestions for improvement are always appreciated! 

(+1)

Wouldn't have to be UI. Just a sound, or character animation that plays when it's recharged. I believe that's how Hollow Knight handles it. Minimalist HUD is a fine goal.