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Not a huge fan of rage platformers but had fun with this. Visually game looks great, I had alot of issues with some background objects looking like foreground obstacles and vise versa. Maybe make the distinction a lot more clear. (A big issue I had with this is the lava wall at the end of the lava area, thought it was an impassable wall and spent a few minutes being an idiot going back and forth around the area) Mario level is I'm guessing just for the demo, way too hard for me, had to cheat to get pass that one :(. Curved walls are really neat definitely adds to that mysticism feel you get with Castlevania style games. No metroidvania gameplay is present so not sure if you just plan to add that eventually or something, but just gonna mention it. In terms of rage platformer mechanics I think you should make safe area's a lot more clear. The laser area was quite frustrating for me since I didn't know if where I was, was safe or not. Not a fun section because of that. The firey balls section with the elevator? rift energy thing. not sure what to call it. But it was disorienting, kind of just moved forwards, I had no idea where I was going. Might be cool as a side/hub space for that zone but the entire section being that was just kind of weird. Clearly you have a visually interesting game, keep up the good work. Can't wait to see how the game progresses next DD.

(+1)

Thanks for the thoughts. Yeah The metroidvania gameplay would be in the final game, you can see the elements are there like minimap and save points and map reveals, but this was just a linear demo I slapped together quickly. I do want to do another pass to make sure traps are more visible and non-traps are less prominent like that lavafall, really just a matter of slapping some palette swaps in there. Thanks!