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(2 edits) (+1)

Glad to see it got uploaded. It always looked super interesting in the threads.

Beat it on easy!

Tried a couple more times on hard but never got past room 7. 

Graphics are pretty close to perfect given the constraints of the style. Maybe there's some things that could be slightly improved by color coding, like making extending spike blocks red, but what you'd gain in ease of reading would be lost in style. idk.

I think you mislabeled "really bloody hard" mode as "easy". Jeez.

That said, I suck at platformers, and the game never feels completely unfair.
I can tell what the game wants me to do, and that it's possible, I was just missing the execution.

I'm not very good at these sorts of platformers, but the difficulty curve seems a little weird.

I know everyone's different, but I had levels that I beat in three tries (lvl14) right after levels that I had to beat my head against for two hundred (lvl12). Maybe not that important for hard mode, but on easy it was pretty jarring.

The in-game sprite has a really charming mischievous feel and expression that doesn't really carry over to the loading screen/big illustration version, which is a shame.

I'd really like to be able to disable sound; The music's fine, but it gets a little repetitive and the game seems like something you'd like to zone out to while listening to a podcast or something.

I realize the game's tagline is being unforgiving, but i think there's some ways you could make it less frustrating without compromising the raw difficulty:

- A practice mode for individual levels would be really nice for practicing hard mode.

- Ghost that shows you how to beat the level would've helped a few times. Maybe the dog could do it?

 - Maybe take a page out of Nintendo's playbook and just let the player skip a level if they die 50-100+ times on it on easy?

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Color balancing is something I that struggle and get reminded a lot, theres still much to do before i make a final decision on that regard because the game has 150 levels so far and I am thinking of creating different themes without straying away from the basic color palette.

Thank you for the feedback.

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>150 levels

Madness. How many do you gotta beat in a row for hard mode in the full game? I can barely get to twelve so far.

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All of them.

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Haha holy crap. I'd suggest at least adding a medium difficulty where you can do them in smaller chunks, because doing 100 levels you've already mastered to get to a level that's giving you trouble so you can get better sounds like it's gonna be super frustrating.  But then again I'm not a precision platformer guy; maybe that doesn't bother you guys.

Beat the demo on hard!


I kind of expected there to be a different illustration for beating hard; Having different end illustrations based on how well the player did would be a good addition.

I'm gonna maintain that room 12 is badly placed in the difficulty progression. The very first time I managed to beat it on hard I cruised through the remaining rooms first try.

I look forward to the remaining 135 rooms with trepidation.

On the full game, there are different spalsh art at the score screen based on the number of deaths, but it's not a feature on this demo. The levels are not really sorted by difficulty.

Im glad you enjoyed the demo and nice score. 

Thank you for the fanart. Its really good!

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I figured since I had so much fun with the demo I should give you something in return

Thanks for uploading.