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(+1)

-Jetsword subweapon gets a shield that works better than the bomb and it's never even mentioned anywhere
-You keep subweapons when clearing tutorial which can trivialize challenges or later levels if you got the jetsword, not sure if it's intended
-The moving mario-like cross-shaped fire bar on one of the tutorial screens feels extremely cheap
-Why is walking speed so low compared to hovering inches above ground?
-Why does the axe subweapon disappear once it finishes the arc and doesn't go further down?
-Where is the metroidvania part of the game? It's all linear missions for now

-It's hard to make out whether the templar has a huge schnoz on his face with 2 darkened eyes, or whether it is one cyclopian eye/visor. I know the splash art means that it's the latter, but in-game it seems a whole lot different
-Adding a cape or something of the sort would make hovering and flying look even better. Think something like Noita, I suppose
-Why does the gun suddenly grow bigger when you shoot it?
-CRT filter is _aggressive_ as hell
-Why is this weird orange fella constantly hovering around me and pogging?
-Tilesets for areas could be more varied

-Did you use vine boom for the rock slide SFX?

-Rather stock-standard menus, but I don't understand what's so hard about adding "quit game" or "quit to desktop" to the pause menu in general? Why assign "P" button for it?

Very fun movement, but so far there is more shmup then metroidvania.


Also I've got some bugs listed on the google dock, along with the recorded video, just in case 

https://docs.google.com/spreadsheets/d/1Prwa_Y_pj4DKeLiee2HIJjmXHrlGm9VuiyllJpNz...

(+1)
Your playthough is great, badass performance, and ty for the doc.


-Jetsword subweapon gets a shield that works better than the bomb and it's never even mentioned anywhere

This is a choice. level design makes you understand more about subweapons (granades can be used in sewer drains etc)


-You keep subweapons when clearing tutorial which can trivialize challenges or later levels if you got the jetsword, not sure if it's intended

No it's not intended, but so far very few players blasted through the game without dying. In theory I should reset your sub at the end of a level, challenges should be done without one at all.

-Why is walking speed so low compared to hovering inches above ground?

I'm telling you via design that you sbould not walk but fly

-Why does the axe subweapon disappear once it finishes the arc and doesn't go further down?

in some levels could be gamebreaking, so it has a range like your main weapon

-Where is the metroidvania part of the game? It's all linear missions for now

you are the first  that asks about that. I added megaman in the synopsis to avoid confusion, but castlevania as a word means a level based experience with boss at the end. Metroid was the exploration side of the term metroidvania. 


-It's hard to make out whether the templar has a huge schnoz on his face with 2 darkened eyes, or whether it is one cyclopian eye/visor. I know the splash art means that it's the latter, but in-game it seems a whole lot different
-Adding a cape or something of the sort would make hovering and flying look even better. Think something like Noita, I suppose

my art is bad. I'll think about the cape

-Why is this weird orange fella constantly hovering around me and pogging?

story related. it's your partner during missions.


-Rather stock-standard menus, but I don't understand what's so hard about adding "quit game" or "quit to desktop" to the pause menu in general? Why assign "P" button for it?

the entire UI needs to be revised, it's pretty barebones, I put a little work only in the new powerups menu

Very fun movement, but so far there is more shmup then metroidvania.

ty