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(1 edit) (+1)

Interesting game, but I didn't have the patience to play for too long sadly.

Aesthetics are pretty viby, they give me the feeling of "old PC disk" games, despite me never actually living that era. Not sure if that was the intention, but it surely work for that lol. I also always appreciate me some lore :)

Fall damage on platformers are always a surprise, but they can definitelly work. Altought, the way you implemented it here is a little too much, since you can literally die by jumping out of a small hill instead of walking out of it (Granted, this way it generated some hylarious looking deaths, so that's a plus on my book). The collision with the floor also fely slippy, the player ends up sliding down from the platforms if they hit it on a corner, and I assume that happens because the player hitbox is a circle. In this case I'd say it's important to add a failsafe where the player would always be put on top of the platforms when hitting them from a corner, specially so for a game with fall damage, since most of the times I fell to my death didn't actually feel like my fault.

The control scheme is just really weird tho. I already don't like jumping with the spacebar, but that I understand it's personal preference, so I can live with it, but now using G and H on a game that moves with the arrow keys is just wrong honestly, not to mention having to make your hands travel all the way to Enter for every dialogue that pops up is also quite the chore. Ideally, you should be able to close the pop us with either the shooting or jumping button, and the gravity boots and healing runes should be somewhere near X like C and V, or even change the gravity boots to be activated if pressing up while on the air, anything is better than a key that is on the middle of the keyboard that you need to either take your hands out of the other inputs or stretch your fingers on really weird ways.

Also missed some more feedback for receiving damage, but in this case it didn't feel like as big as an issue as it did on other entries tbh. Either way, I only played up until getting the gravity boots, since everytime I died after that I would respawn with a buggy pop up message that I needed to keep spamming Enter to get rid of, plus being poop sniped by the big sparrow that lives there while saved with what was essentially 1 hp. And of course, to get out of there I would have to use the item that is triggered with G.

Anyway, here's a gameplay vid if you wanna see it, it was actually fun enought to play that little beggining btw, I just stopped because I really couldn't dig the control scheme

(Also, I actually played this game a few hours ago, but my laptop's battery died before I could finish writing my comment, so those toughts aren't super fresh on my mind anymore, so I might have forgotten to mention something else)

Edit: I just opened the game up again to confirm the controls, and I think I discovered a secret forbidden move by pressing V x)

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Thanks for playing and making such full feedback!

"the feeling of "old PC disk" games" - yes, that's exactly what I was aiming for (and many issues might be connected to how I remember that era). Sadly my experience with making platformer like games are quite limited, particular to this one, but that's why I wanted to try and make it :)
For control scheme, it sound logical in my head, G for gravity boots, H for healing, P for tome of power. I understand it's too stretched over the keyboard, though was not something unbearable during playtests. Enter for dialogue - I regret about it all the time, should have put it on spacebar or anykey =\

"forbidden move by pressing V" - oh no, I did not have time to implement melee attack but forgot to remove the binding :(

Added coyote-time, and A/S/D bindings to the items. Making UI go on another button - too much messing with current input system sadly =\

(+1)

Yoi!! Just replayed the game, and yes, it's a huge lot more enjoyable now!

Just the remapping of the keys was really all this game desperately needed imo. I personally don't think A S D is perfect either, but oh boi, it's a million times better than what was before! Now the control scheme is more just a matter of getting used to, since (almost) everything important is comfly reachable witouth having to do crazy acrobacies across keyboard everytime (Altought, now that I managed to get the extra guns, I have to say the problem of poor input choice is on them now, since the numbers are a also little far away from the rest of the inputs, but oh well, I wasn't feeling the need to swap weapons nowhere near as frequent as I did to use the gravity boots, so it's way less bothersome here.). Also, sad that you couldn't get rid of Enter, but oh well, it is what it is.

I myself didn't feel much difference on platforming with the coyote time tbh, but that's mostly because I didn't actually miss it when it wasn't there either. Altought it probably saved me from a few slips witouth I realizing, so it's still always nice to have.

I managed to play it to the end now, so here's a definitive gaemplai vid!!

Also, I thinking I didn't made it clear on my last comment, but I did find this game pretty fun overall. It's very different from what we're used to see on those jams, and I think you pulled it off really well here, it's a really refreshing change of pace. And of course, I'm glad the fall deaths are still as hylarious as ever xD

As I said, the only thing keeping me from playing to the end last time were the weird input scheme, with that out of the way, it was a joy.

Thanks for giving it another shot, really appreciated! I am very happy you liked it ^^