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(+1)

There are a lot of things that I like about this game, but I there are a couple items that seemed a little off to me.

Between the consistent art and music and sfx, I feel like you did a great job in terms of sensory. I felt like there was enough feedback given to the player where I didn't feel like I didn't know what was going on. Great job on that.

Progression locked behind items does hit the metroidvania category for me. However, I think map are really important. I like to know where I've been and be able to recall quickly where I couldn't progress without unlocking that progression lock. So I felt a little lost at times.

Your wall jump was almost exactly what I tried to implement and couldn't, so I really liked that and it sticks out to me in a positive way.

I always love grappling hook systems so it was fun that you included this. My only criticism is that it didn't feel intuitive to me as well as it should have. I eventually got the hang (pun intended) of it, but I had a hard time with vertical shafts where you had to combine the wall jumps and hooks. The first issue occurred in one of your screenshots.

I forgot to mention this about the art, but there were a few times were I couldn't easily distinguish background art between what the player could specifically interact with. I first noticed this with crates. I think the easiest and most noticeable fix would be darkening things that the player can't interact with. If crates were slightly darker, I would have immediately known that I couldn't jump on them. 

Overall, this is a good submission! 

Thanks for valuable feedback, especially with the background, i'll make sure to work on that for future submissions! :D Some of features we just lacked time to get those to be in game, welp. Glad you enjoyed!

(+1)

No problem. Detailed feedback is so helpful for getting better. Its helped me a lot and I want to help others if I can. It can also yield some interesting insights and challenge your assumptions about the player. I've had games where I felt something was clear and the players would like it, but find the majority of my feedback were consistent about that item.