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So sick!! Love the concept and execution. Really solid core mechanics, movement, and gameplay. The first time the levels flipped it was mind blowing! Also, the flowing hair of the character was a nice touch. Love all the designs and minimalist color palette. It all works really well and has a cohesive aesthetic I really enjoyed.

Unfortunately my playthrough didn't quite match up to how charmed I was by the graphics, dialogue, and overall design. I felt lost right away since the eye told me to go up and left, but that was a dead end. So I went to the right, and had a tricky room without a clear direction to take. Maybe it just ramped up in difficulty too quickly, but I had a really hard time navigating the first room just to get to the hallway section with the rolling spike enemy. I wish there had been a checkpoint at the beginning of every room because I usually already took damage by the time I reached it, and wasn't long before I died and had to restart back in the larger hub room.

It may have been a skill issue also; I tend to have better control when I can use arrow keys for platformers, so I definitely took some damage due to lack of precision on my part using WASD.

Maybe that first room doesn't actually need damage threats? The eyeball guys were a fun challenge because they never did damage, but they still posed a platforming challenge as you get used to the controls and rotation mechanic. It was a really cool layout and I would have liked to just jump around experimenting for a bit, but the mortal threats made it feel too punishing to explore freely.

So while I didn't enjoy this as much as I had hoped (due to difficulty), I was blown away by the execution and inspired by the core idea of this game! Amazing work!!

Sorry! I was going to add arrows, but those darned keys will end up failing if you press UP+LEFT+Spacebar so I default to WASD controls by habit. I'll try to implement a keybinding system when the jam is over so that people can set controls that work for them. The first room was supposed to teach the player not to face challenges head on, and to try and find a way to cheese past obstacles which is why it was intentionally rough to do it "normaly". the game lacks linearity because its a metroidvania, though the game really did need some sort of map. I do agree that the respawns should have been room based though and the bosses truly are obscenely difficult, when I tackle super month I'll implement an easier difficulty for the game. Unfortunately, this game only has a hard difficulty as of now. At least I managed to set up a working save file system so the game doesn't need to be completed in a single sitting (it just isn't obvious as there is no menu).