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(+1)

I think this is an idea worth exploring and could lead to interesting level design. 

However i think for a 48 hour game jam scope, there are far too many abilities to choose from. Right from the start i'm removing an ability that i haven't even had a use for yet, which doesn't feel particularly interesting. I lost the dash and ground pound before reaching a green turret enemy. It was impossible to get past this enemy at that point. This is something that imo shouldn't happen in a game like this.

The movement controls feel a bit spongy, quicker deceleration would help here. The wall jump wasn't working well for getting out of pits.

I hope this doesn't sound too negative. There's a lot to be proud of in this game, well done! 

It actually is possible to make it past that section without any attacks, but I made it way too difficult to do so. The idea was that it would incentivize players to keep the ground pound. I don't blame you for thinking it was impossible. Definitely should've raised the ceiling up.

Good points on the deceleration and wall jump height as well.

Also, don't worry about sounding too negative. It's critiques like this that make games better!