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(1 edit)

Pretty simple, but I guess it got the job done.

Interesting movement idea, I like it, altought I guess it didn't had the oportunity to really be experimented beyond the very basics sadly. Nor did it have the oportunity to really be a metroidvania tbh, since the single upgrade that exist is merely just a key to a door, but oh well. Not sure what's the deal with the cats either, but I appreciate that they exist as a reward for getting to a dead end lol

The bat boss was so sudden that it was comical tho, so that gets a plus from me x3

I assume the game just ends after you kill him tho, since nothing happened after that. Was still fun to swing around for a bit, but really, not much to actually comment here. Not bad for a first rodeo tho, I've seen way worse ones, that's for sure x)

Edit: some actual suggestions I tought but forgot to mention: Next time make some sort of indication wheter or not the dash is ready, or any kind of input that haves a cooldown really. And also, make an indication as to wheter or not you're actually charging the charged shot, and also add a little more fanfare into getting the upgrade, since I could only guess what I had picked up was the charged shot because it was the only thing listed on the game page that didn't work right away when the game started, otherwise I would never have discovered what that weird yellow ball was about.

Anyway, here's a gameplay vid if you wanna see it, altought there's really nothing remarkable on it, aside from a moment I lost the charge shot upgrade when I accidentally came back to the room you get it (And aparently you also always appear on the same place when entering a room, no matter from where you're coming from, wich is indeed a little weird)

(+1)

yeah there's a lot to improve on, never really got into particles, effects, or even text for whatever reason. If i have the time or something i might improve upon it for smvm later this year.
anyway thanks for the advice and stuff, will definitely keep these things inmind for future projects!