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(+1)

I'm not sure if it's just me, but I feel that the game still needs a lot of polish. Still fun to play, but it needs polish.

  • The "Mad Bomber" boss doesn't have a hurtbox, so I can just walk into their sprite and hit them over and over, because of the positioning most attacks miss me as well, making the boss much easier than it should be. Makes sense if this is an easy early boss. The slime girl boss in a later level doesn't suffer from those same issues. The miniboss that appears with the text "Disable the Generator" also suffers from this problem.
  • (In sword fighting form) Down attack inputs in general are too finicky. I have to hold down while pressing the attack button at the same time. 
  • (In sword fighting form) Inconsistency of the effect of attacks during a combo. For example, while running left or right, the first attack allows me to continue forward while the next attack stops me in my tracks. Another example is attacking while falling. The first attack does nothing but the second halts my momentum in the air. 
  • Moving sometimes causes sprite pixels to snap into place, making things feel disjointed. This is especially bad in the sewer area looking for the Slime girl. Are you using Unity's Pixel Perfect Camera 2D component? It has a tendency to snap pixels into where they shouldn't be when a camera is in motion.
  • Dash momentum is preserved when jumping mid-dash, which is fine, but it's preserved while wall climbing and if you jump from a wall climb, that momentum is still preserved, regardless of whichever direction you jump in.
  • Enabling the option to show enemy HP bars in the options menu crashes the game, and essentially makes the game unplayable.
  • Jumping pad bug (check image below)

  • Camera tracking jittery in boss room when wall climbing (check image below)

For a final comment, I think the sword fighting form should be more snappier. I'm not sure if it's the amount of frames or something but compared to a similar moveset like Zero from MMX games it feels more stiff.