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(+1)

I liked it. It wasn't great just because the difficulty was all over the place, and full of (difficulty)spikes.

Played with a pad.


Common problems and bugs:

No "press X to move forward" in storyscreens.

No sfx when you kick or when you actually kick enemies(except explosive robots); no sfx when slimes die.

Healthbar ui  is super big. In the third level seems placed on purpose to hide falling spikes.

No options while in game (lol the opposite of my game).

Level after the bee encounter was terrible (long, vertical climb). The end session of that level is the hardest part of the game. That's a big problem.

In general, have bullets to have a lifespan, and maybe be erased if they hit you.

Level after you encounter the dryad, there is a long corridor (left to right), at the end there is a pit: if you fall down there you don't die. Also, if you die and then fall into that pit the game wont load and instead will give you some life back. Only solution is restart via menu.

Make the checkpoints visibile, it feels good to reach a checkpoint.

I liked the bossfight a lot but it was super bugged:

Once, I died to her super atk (when she is at low health); on respawn she did the super atk even at full life.

Once, she did her super atk, but she was still in the arena doing her common horizontal atk.


I liked the fruit twist very much.

You have a very good base, you just needed more time to learn what is a good level for your game. I think that just rearranging the challenge to a good difficulty climb can make your game a ton better.