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Probably took twice that long counting my deaths.

Anyway, took some notes while playing:

Game looks fantastic. Holy heck.

The Double Jump feels a little awkward to use for platforming since it doesn't give you any height if you're holding left or right at the same time and you usually need to move horizontally as well when you need the double jump. Maybe I just needed more time to get used to it, but it really annoyed me.

Wall jump is a little esoteric. I only figured out how to do it because I did it by accident. Is it explained somewhere that I missed? I think I'd have gotten stuck near the end without it.

Found a bug. If you enter the inventory screen in the room with the combat rifle, you can still highlight it in the inventory screen with the cursor. I didn't think to check if it also happened when I dropped it.


Would've been nice to get a pop-up telling me how to switch weapons after I picked up the combat rifle or pulse rifle.

Another bug: After I died embarrassingly after picking up the  rifle, I got kicked back to my save before the robot boss. When I got the grenades again, I checked to see if they'd damage me while exploding the floor, and it seems like the map didn't know where I was until I exited the room.

Gotta say, not having enemies drop any health makes the game feel VERY hard core, and it feels kind of incongruous with the way they drop plenty of grenades and ammo.

I keep wanting to cook the grenades by holding the button, but that's not a mechanic. :(

I noticed the smooth pillars reflecting the main character when I got close to them. Jeez, now you're just being extra lol, stop making the rest of us look bad.

I got up on the spot after dying to the big green boss thingy the first time? It didn't happen again so I don't imagine it's intended. To go into more detail, I died, it gave me the option to return, but instead of sending me back to the save point I just did the regular get-up-at-the-altar animation right there in the boss room. My health was still 0.

Would've been very cinematic if the boss hadn't immediately murdered me again anyway.

The boss' moves seem to have very varying openings for actually hitting it back. Like the shove it does seems completely unpunishable, while it's just eating shot after shot when it spawns the little purple dudes. Shove is also really hard to dodge if it starts up outside of the screen.

After five or so deaths in a row to the boss, the very slow get up animation at the save point when loading your save gets a little grating. Please hurry him up if I spam jump or something.

My one graphical complaint is the lack of foot IK. You've probably already got it planned, but with the slopes and curves of the terrain, it stands out as pretty bad when you're standing on nothing at the edge of a ledge or on a slope.

I played in windowed mode since that's what it did by default and I couldn't find a menu, and my constant frantic clicking at enemies with the pistol got me to leave the window a lot by accident. I can't think of a way to avoid this myself, but I thought it was worth mentioning.


Final verdict; jesus christ this is good. The mix of 2D and 3D is incredibly cohesive, and you use it to do some really cool stuff. And while the gameplay itself is not as impressive, it's still very solid. Hot damn am I glad I played this.

thank you very much for the feedback. The reflections are actually done through normal maps on the tilesets, I didn’t have time to complete them but the tilesets react to light and reflect players and enemies, they have a seperate mask to determine how reflective each tile is

As for saving/loading, I’ve noticed a few small bugs with them, I suspect it’s a race condition but I’ll have to investigate further

My biggest takeaway from the demo besides enemy/boss balance and needing to add health pickups is just that things are a little too cryptic for most players without a more direct explanation. It’s 100% a fault on my end since I took a lot of things for granted that only I’d know about by default as the dev.

Thanks for playing, glad you enjoyed

I wouldn't say you need health pickups. The game is perfectly playable without them, and it does give the gameplay a unique flavor for a metroidvania. I didn't particularly dislike it.

It just seems weird to only take that survival horror-style approach for health pickups, while leaving in all the other usual drops from enemies you'd see in a Metroid game. An alternative where you only restock bombs, bullets etc at save points like it's Dark Souls could be pretty interesting.

my original intention was that pacing out save rooms and not letting the player heal inbetween could build tension, I was a big fan of how this balance played out in castlevania circle of the moon, in that game between save rooms is scary as fuck, but I think it kind of plays against the fast movement and almost punishes you for exploration in this case