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Sweet, I feel the controls are a lot tighter now. Last time I occasionally had some issues with wall jumps being a bit finicky and not being able to get diagonal spirit working, didn't encounter those issues this time, ascending felt super smooth. Same with the parry kick, I feel there have been some tweaks there since I tried the last demo, works super reliably for me now. Not sure if the level design was adjusted too, it felt easier this time (or maybe I've just got all that Age of Brass supreme skill now).

I hope there's a level that includes some downward or more side movement (even though I suppose the theming is meant to be about ascending), would be super sick to have a level built around using spirit form. Either way, super fun mechanics, feels great when you build up all the momentum and zoom through the enemies while blowing them up. 

Thanks! I'm glad the changes worked, although I wish I could resolve it all without adding the up direction controls. The level hasn't changed much so it's probably skill and controls.

I'll see about the downward movement. Pitfalls are compatible with the design, but don't let the plunge to be used intentionally, so I'll have to make new enemies and mechanics instead.