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(+2)

I do my best to read all the comments on a game before commenting so I don’t say anything too redundant. Your game has had me reading the most of any I’ve played so far!

I love platformers. I’ve never played The Messenger and perhaps the controls are close to it, but I wasn’t a huge fan of how sticky the wall grabs felt. But that’s really the only platforming mechanic gripe I have. The movement feels great, and I love the small things like being able to jump higher/farther only if you’re holding the staff.

Graphics-wise, it’s already been said but the two styles are very nice. My only nitpick would be I wish there was some clearer visual indicator of which platforms/spikes would move when the mode was changed.

You guys already mentioned that the boss was one of the last things you were able to work on, I would’ve loved to have seen what you could have done with more time! I was confused while playing the boss on hard mode, it took me a long time to realize I needed to switch modes during the fight because the normal mode didn’t require that.

Hard mode was a nice challenge! Very much reminds me of Celeste B/C-sides. I think it was a great idea to take parts that might’ve felt difficult during playtesting and move them to their own dedicated level. Nice reward too ;)

Side note, I appreciate you guys not slapping an obnoxious fisheye CRT effect on the retro mode, it always hurts my head when I have to play games like that lol

Thank you for playing and commenting on our game! And for checking our comments too? That's dedication on reviewing.

On the boss: in classic it's supposedly the same having to hit back and forth pattern tbh, maybe it's a bug? :/

We almost did with the CRT filter to be honest, but we decided against it and reduce the lines too to make it easier to see for continuous play.

Good job on finishing hard mode! ;)