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(+1)

I had fun playing this.  I got lost for a little bit, but I did manage to figure it out and get the sword, then get out the exit.  

I had a few moments where my guy got stuck in this 'climbing' animation while facing the camera when I was trying to grab on to the wall.  I got out of that issue by running into the wall and trying again to jump onto it.  Eventually, that worked.  I'm not quite sure how it got it stuck like that.  I just ran up to the wall to grab it and 99% of the time it was fine, so I'm not sure what I did unfortunately.

It looked and sounded great.  The game felt good to play as well.  I like how the ability to climb on all the surfaces off-sets the fact that your guy can't jump very well.  I only took damage once and that was when I fell from pretty high up, mostly to check if fall damage was a thing.  It would be a good idea to add in a bit for variety to the challenge, like enemies or a puzzle or something like that.  Doesn't need to be everywhere, just a little bit here and there.

Thank you.

You did nothing wrong; the glitch of the animation it is one last bug remaining to the state machine and colliders. I will address it when I redesign this system.

The falling damage is a thing! At the moment it is a constant number but will turn proportional to the falling height. The ability to climb everywhere and hang and walk while hanging, will be reduced to some parts of the maze and be explained from sprites (ladders, grips). The jump is... yeah, realistic :-) Maybe too realistic, but anyway!

It is a little boring indeed so more content will come later, which will include enemies and traps (no puzzles for this level though; the maze is enough on its own ;-)).