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(-2)

Tried the demo. Only spent 10 minutes on it but my first impression is so terrible that I'm not going to spend any more time on it, much less money.

The controls suck. There are three control schemes but all of them are awkward and you can't change them. Please I would like to use a control scheme that makes sense, like arrow keys to move and ASD to jump/attack/charm.

Combat feels pretty bad. The short attack range and stiff movement make positioning cumbersome, and the involuntary movement when performing combos is something that should not happen.

Double-jumping is bugged, as it seems to be based on time rather than touching the ground; if you hit your head on a ceiling or land on a platform higher than where you started and jump when you hit the ground, it'll count as a double jump.  This already got me in the tutorial and this does not bode well for the actual platforming down the line.

When I landed on the spikes and died instantly, selecting "continue" made the game softlock.

(+1)

You can customize the controls by pressing F1 > Settings. (I can tell my control schemes are just my preferences which are not for everyone, and tried to make it so its possible to play "one-handed" lol)

To be honest, combat and jumping could be better, but I liked how it feels, guess I got used to it during the development and didn't improve them more than that. 

Also, sorry if you found bugs during your gameplay. Maybe I should update the demo since I fixed many bugs in the complete game. That softlock should not happen.

Oh and thanks for sharing your honest impression, I'm paying more attention in the game feeling for future games.

(-2)

Changing the controls made it tolerable, but still not great. I made it through the content in the demo at least. There's a brief period after you land where you can't attack for some reason.

The platforming is in an odd place where almost every jump has to be a double jump, but dashes are underutilized.

Every enemy encounter is the same button mashing because they just get stunlocked unless you space yourself slightly wrong, or they launch an attack with no warning in the case of the hovering egypt enemy.

The level design is a lot of nothing. Jump along and mash the punch button when something is in front of you. Very linear except when there are two ways to go and you have to go to one of them first and then backtrack (double backtracking if you arbitrarily picked wrong first). Moving platforms exist only to make you wait.

The slime boss is... strange for a first boss, being the hardest by far of the three in the demo, as well as the most counterintuitive. Its behavior completely changes at a certain point and then you have to figure out that you have to avoid where it appears because of the splash attack, but the red attack makes it vulnerable beforehand. The mirror witch is ridiculously easy and the pharoah boss is alright apart from the tell-less attacks.