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(+1)

This is yet another that I'd call a contender for this year. You could, I say without exaggerating, probably take these mechanics and ideas and polish them into a commercial release if you wanted.

Good:

  • Pure fun factor is already pretty decent once you get the first upgrade and start learning to use it
  • Fun factor shoots up exponentially once you get the glide

Bad:

  • I may have sequence broken a bit more easily than intended and am pretty sure I got to a point where I more or less died to escape a room. (But I kept the item which was nice, and it might have been theoretically possible to escape)
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Thank you for all the love, it makes me genuinely glad!!! I do want to explore this game's themes and mechanics a bit more in the future, kinda wanna do a bright and self-searching journey like Celeste, or maybe add in some fun combat like Rabi-Ribi and Hollow Knight? The possibilities make me really excited :3c

  • Heyyy glad you liked the glide upgrade the most! I had a lot of fun designing the later levels around getting it, and I felt it really made up for the slightly lackluster implementation of the punch (since there originally were going to be enemies).
  • Sequence breaking is not only possible but encouraged - in fact, I designed the game to be beatable with 0% items/not getting a single upgrade! I think it'll be really great for speedrunners and just players in general to be able to approach a game from different paths, that's what metroidvanias are all about after all. Some sections may become outright impossible to recover from if you fall into a spikepit, but there's plenty of checkpoints.
Thank you very much for playing again!