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I liked the aesthetics and the music. Tutorial text doesn't fit the overall aesthetic all that much but that's nicely solved by using the same color for it so it doesn't poke your eyes right away.

I've had some collision issues (friction with the wall). That part doesn't matter for the jam, I'm just saying if you'll continue working on the game (which you should). Levels were rather easy even with the lights off. It feels like you're being challanged only one mechanic at the time which is appropriate for the theme of the jam, but I think it limits the game's potential. I'd agree with Team Horshead that combinations of jump and dash would make for more interesting challanges and that would in turn demand easier switching between powers which would lead you away from the theme of the jam. Good for the jam bad for the game. It seems to me that the way for this concept to shine would be to move a step away from the theme of the jam. Good for the game, bad for the jam.

Luckily, once the jam is over, the dillema is gone.

Thanks for the rich feedback! We're also having collision issues haha It'll be completely remade after the rating period. Now, about the game design decisions, yeah, they are really hard to make, that's why your feedback is so important. Since we are probably porting it to mobile and creating a "mobile first" design, the button's functions and layout are going to solve this problem. For the Web version I don't see any problem in using the mouse wheel or unlock the ability to use a button to change the crystal.