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(+1)

playing this after having played the initial upload really shows the work you've put into it.

As i said in my last review, the art style is really cool and you've even further improved the combat, i specially enjoyed the more crowded fights where the environment was part of the battle with the use of spikes, the exploration was pretty good and felt like it had a good pace to it, so congrats on that.

On the more awkward side of things, i really missed the "walking" animations on the crawl and ledge hangs, but i get that to meet the deadline you'd prioritize other stuff over that and it's not like it makes the game unplayable at all.

Also, I played on controller and honestly the control scheme felt kind of awkward, specially the use of the right bumper and trigger for hanging/crouching/dropping through platforms. I think the game would really benefit from rethinking those controls a bit. Another thing i noticed is that playing with the joystick instead of the D-pad makes some of the moves kind of tough to perform, it seems like there needs to be a bit more margin to consider a direction as a "down" input, this was specially noticeable trying to pick stuff up.

And i'd say that's about it, I really enjoyed my playthrough, the combat/exploration pacing was good!


(if you haven't yet, make sure to revisit my submission, it's gotten a substantial update since the first upload)

Thanks for the updated feedback.
I definitly agree about the analogue stick.  I've accidentally stomped and climbed or lowered ledges when I didn't mean to.

Though could you go into more detail about the issues with the bumper?
Other people have expressed uncetainty with it, but I've been hesitant of changing it.

(The idea is that since I'm trying to integrate a combat system that uses a lot of face buttons and even directional inputs, the R-Bumper is meant to be a "Shift Key" to smoothly swap to traversal controls.  Like how in Arkham City, if you held the R-Trigger to crouch, you could pop in and out of vents quickly.)
(Thats why I haven't used a typical Down+Jump to go through platforms, since I anticapated the player could accidentally drop through a platform when they meant to jump after performing a combo.  Of course, if what I've gone with creates different problems, perhaps I do have to rethink it.)

I'm definitly gonna get round to your new update.
Since there's so few games, this'll be the first Jam I get to 100%.