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I love the spritework on the game, beyond the level of what I’d expect from a jam. The quality and polish on that is incredible.

I liked the gameplay and concept, I didn’t finish it but probably could have toughed it out if it wasn’t for all the snipers in the platforming area where you switch blocks. Would have been nice to have a tutorial section for that, especially because the only indication on how the gimmick works is to randomly switch over yourself.

I assume it was a time constraints issue, but there didn’t seem to be any negatives to not picking up the chaos item, if you get stopped at some point for not having it then I didn’t get far enough for that. I don’t know if it’s intentional that effects stack on death, but it was too much to have speed-up and reversed controls at the same time, the reason I tried to ignore it on a subsequent playthrough was because I struggled too hard having both of those at once.

A minor suggestion I have is I kept skipping dialogue on accident usually by pressing Space bar to jump not expecting a dialogue trigger. I think a different unused button would be nice to avoid that. Also agree about the attacks feeling a bit slow, I like the weight behind them but I was getting hit often expecting them to come out faster. I felt the rocks should also be less sturdy too.

Sorry for the amount of feedback but only because I really want to see an updated version, great work overall and I’ll keep my eyes on any future updates!

(+1)

Thanks for all the nice compliments and feedback!

Yeah I initially had the dialogue skip/progress bound to the Enter key.... I have no clue why I decided to change it to the Space key...
The tutorial for those blocks is definitely something we thought of immediately when seeing others play the game.. It is something I would definitely add in if given the chance since that mechanic just sneaks up on you.

You are correct with the time constraints regarding the chaos orb. The initial plan was to make an entire "game mode" around that mechanic instead of it just being a pickup item. Like a "Chaos Mode' that you can choose from. Basically we ran into the age old issue of over-scoping and had to change somethings midway / last minute which caused more issues.

Once again thanks for all the feedback!

Yeah, I can relate to the time constraints and scope issue, that was one of the big reasons as to why our game didn’t pan out at all. I think the mode idea is interesting but I’m not sure how far I would have tried to get through the level if you only toggled the effects at the start of the game (assuming I understood what you meant), so I like having the pickup instead. I think it’s a better one-shot experience.