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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