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(+1)

This has nice potential. The graphics are very cohesive, and I like all the different combat/stealth situations you created with the various enemy paths and patterns. And I cannot understate how much death/respawn checkpoints helped. Overall it feels that a big chunk of the development time was spent on the mechanics, and it paid off.

My biggest issue was that the mouse cursor wasn’t centered and didn’t wrap around, like it normally does with mouse-look controls. But I was able to get around that.

Highlights: 1) the graphics as a whole. 2) the stealth section with the two pumpkins patrolling on a loop.

There was a body of water that I couldn’t cross because of a big block that kept pushing me aside. Is there a way to get past it in the current prototype? I think I need a high jump or a double jump spell for that but I never found it.

(+1)

Thanks!

The original idea was a much bigger game, that I reduced to the "collect candy" situation :D Darkville was planned to be one of the levels. I'm currently contemplating whether I should make this idea into a full fledged 3D retro-platformer / adventure game or not, since I have other ideas as well. My last 2 games were all "Miru games", so I could say this character is special compared to my other games made for jams.

There are currently 3 spells in the game. The first one is the dash, then you can get either the freeze or the fireball spells. The fireball can destroy vine blocks and even pumpkins - they need multiple hits.

The ice spell (maybe "icy gust" would be more correct) is good for freezing blocks of water. You can use it combined with dash to get through the moving / sweeper obstacle.

Ohh it never occurred to me to try to freeze the water with the ice spell. That’s clever