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Cool game. The dynamic between small and normal size was pretty cool, I really enjoyed the feeling of launching myself up while small and then shifting mid-air and spin kicking my way across an entire room - the mid-air shift gave me Ant-Man vibes in a very fun way. I also really liked the animation on the spin kick, I grinned the first time I saw it, it's so simple but feels flashy and powerful. The music is creepy as hell and really sets the vibe for an abandoned manor, and the checkpoint spacing felt pretty forgiving (although by the end I had so much health I don't know if I could have even died).

Areas where I struggled -

- The hit box on the kick feels way taller than the animation suggests which always left me feeling nervous when fighting those pesky crows (I was pretty sure I'd hit them, but not entirely sure). 

- The knockback was enough that for the weaker enemies I could spam kick and generally be okay, but for enemies with more health the knockback didn't feel like enough cause they'd just charge through it and body you, so combat against later game enemies became a bit tedious as I'd have to jump in and jump out - something like a roll for the player (for added variety) or a brief pause after each knockback on an enemy might help with this.

- I never felt too lost and I think there are actually two paths to the ending (?) which is good in case you miss or forget about one of them, but the lack of a map or any sort of context for the size of the manor can be daunting at times.

Overall pretty satisfying game. Short, sweet, a fun power set - the glide is super fun to use, the kick is hilarious to me in a good way (especially while you glide across a room), and the shrinking and growing mechanic had a cool trade-off and felt like it was utilized well for the amount of time it appeared. I think there's a lot of potential for more development on these mechanics. Great job!

Thank you! Yeah I'm really happy with that kick animation. The hitbox for it is indeed larger than the animation, I had hoped that would make it more forgiving so I'm surprised to hear it had a bit of the opposite effect, I'll try to tone that down a bit next time. Agreed on the knockback and health issues on the late game enemies, as everyone's been pointing out those crows could've used a lot more balancing work. There are indeed two paths to the ending area, a map screen is always good but I just didn't have time to implement one. Thanks for all the feedback!

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Oh, I mean I think it's good that the hit box was tall enough to hit the bats while standing below them, just maybe some more wind lines or something above the kick animation to indicate the full range of your attack.

Ah, I see what you mean now... Yeah, the attack animation could've stood to be a bit taller.