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I’ll start with a recap of my experience: when I first tried this game last week, I was deterred from finishing it. I had a lot of trouble with the moving circle-platforms as I kept slipping off them, they just seemed very janky. I kept falling into a pit that seemed to have a buggy room transition, as I ended up inside the wall of the room below. after some struggling I managed to get out, but the way back to the circle-platforms was really tedious. I quit the game after this whole ordeal happened for the third time.

I tried the game again today, and I realized that standing still was the trick to those moving circle-platforms, so they didn’t give me much trouble this time. I beat the game in 22 minutes on normal.

for the feedback: the “no art” visuals work well, although it can be a bit busy at times. I think it could have leaned more towards minimalism, but I realize that’s a personal bias. the music got a bit repetitive, and there’s a lack of sfx.

I enjoyed most of the mechanics, especially the core dash/attack. unfortunately, I found the most viable strategy to be spamming dash through enemies, as every room gives a full heal and the checkpoints are very forgiving. I wish the combat was better tuned, as right now there’s no reason to fight anything except for the bosses. the dual-purpose action is really nice, and having to counteract the movement from dashing while attacking is an interesting concept. it’s a shame that it’s only played into with the triangle boss.

here’s my list of nitpicking:

  • it seems like the only way to get the double-jump back is to touch the ground. it would have been nice to get it back after rolling on a wall or swinging with the hook as well.
  • the jump is a bit boring, it feels very floaty, and there’s no variable jump height.
  • it should be possible to cancel roll by pressing jump or dash/attack.
  • building up momentum with the hook is really cool, but after letting go there’s a lot of deceleration which doesn’t feel very good.
  • it would be nice to be able to shorten/lengthen the rope of the hook while swinging.
  • having jump and talk on the same button is a bit unfortunate, sometimes I accidentally talked with people when I wanted to jump.
  • having the abilities on 1 and 2 seems weird, I think it’d be more convenient on e.g. Q and E.

to end, I wanted to address the control scheme. I get that this game was designed for spamming clicks on a mouse, and controller is “not recommended”, but I beg to differ. the default controller bindings seemed incomplete to me as I wasn’t able to move, so I played around with rebinding things with a third-party tool: left-stick/d-pad for movement, A for jump, B for roll, X for hook… and more interestingly, I put each click on two shoulder buttons so I could alternate between them: left-click on LB and LT, right-click on RB and RT. I don’t think I could have spammed mouse-clicks for 20 minutes straight, but with this controller setup it was just a blast. it felt great to spam buttons and fly across the screen.

Oh, glad you could make it work well on controller!
And thanks for the feedback!

Yeah, I actually found the moving platforms bad myself, but had the deadlines and the few playtesters I had didn't see a problem the way it was, so I decided to let it go sadly
Sorry for the hard time

For the fight with normal enemies, I realized it was actually a reflection of how I played metroidvanias, but that it wasn't how most people liked to play them haha, my bad, definitely learned a lot

Thanks a lot for the tips too, if I decide to do something for the Super Metroidvania Month, I'll definitely use that, and potentially even put it into a whole new "game"

Ah! Forgot something important!
Where did you have the bug of the player being blocked in the whole exactly? (Which hole? Towards the right or the left?)
It's not supposed to happen! hahaha

I tried to reproduce it now, but couldn’t. I guess I got really unlucky! I don’t remember exactly where it happened, but it was when falling down somewhere around here:

image.png