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(+3)

Short and sweet.

I'm not usually a fan of this art style, but it's very consistent and readable, and the assets are well made. Didn't have any problem differentiating between platforms, hazards and transitions.

The music is nice and the sounds are fitting.

Controlling the character is nice and responsive, the glove powerup worked well and opened up quite a bit of new places to explore. The gun on the other hand, felt a bit under utilized. The

The big arrow at the start, showing the intended path was a bit on the nose. and could have been done more subtly with environmental or map design. Other than that, the rooms were well designed and were fun to play through. I'd complain about the amount of ambushes, but that would be the pot calling the kettle black...

The intro texts got me curious to play, so that's a plus as well.

Would definitely play more of this!

(+2)

Thanks for playing! The arrow was a last-minute decision. Wanted something more subtle for sure but in the end just needed something quick and memorable so players didn't get totally lost after getting the gun. After making past jam entries where people complained about not knowing where to go (One Hero's Trash) I tend to err on the side of obvious for mvm. I'd like to do something different in an update though! 

(+2)

Well, if you will have a map, then you could use colors on room transitions to highlight ability gates, but that's pretty on-the-nose as well. I'd rather go with having a dedicated one screen room, divided by the breakable wall in the middle.

Still, very solid entry, enjoyed playing it!

(1 edit) (+2)

There is a map! Press start (enter). And thanks, that's a great idea. I think I'll use that in an update. 

(+1)

Well...

That just reinforces my point about good room design, that I didn't need to depend on it :D