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(+1)
The last tip about being able to maintain a hover by shooting a enemy bellow is cool, important to have that tutorialized because otherwise it isn't that intuitive.

So I guess the current one doesn't cut it. I will replace the red bubble with a better option.

Managed to beat the boss first try, not sure if it got easier or if the controls being explained helped just that much

If you played the very early version that had no healing crates then it was nerfed a ton. After that I only made it easier to hit with kicks/spirit form/missiles.

it's more like the camera moves so fast sometimes it can take a bit to fully grasp what's coming into your vision. 

Could you elaborate? Do you mean platforming upwards, falling, explosion knockback, or aiming around? Time to try out some new smoothing tech.

Thanks for playing!

(+1)
So I guess the current one doesn't cut it.

Guess I interpreted it wrong then? I did figure that you can sort of hover when shooting it to the ledge, though that was abit weird. Also, that tutorial part should be edited a bit. As it is, you can just wall jump on the right side to make it to the ledge. Could probably add an overhang so you have to use the mechanic.

Could you elaborate?

There's falling and going into drill form. Also wall jumping on a bunch of projectiles/enemies consecutively which causes at times high speeds, as well as when you ride a rocket upwards. That said, I suppose a solution could be as some say to make the gameplay easier to read. For example, runner/speedrun games can be very fast obviously, but they are usually easy to read so it's not that bad in conjunction with fast intake of information. Sorry if it's a bit vague, having trouble conveying what I'm thinking.