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really cute world, the subversion of expectation at the beginning was great and the world look like its well thought of but the controls lack something to really feel great to play (im thinking about a higher jump but there’s more)

i definitively want to know more about this universe, all characters, even the enemies look unique and interesting (im definitively not biased toward white monochrome pixelart, god what has undertale done to my brain)

(3 edits) (+1)

I'm glad you enjoyed the game despite its incredible difficulty. The jump was intended to feel short and unsatisfying to allow for upgrades later in the game to provide a more significant boon. You may have noticed that the controls feel a bit drifty. The reason behind that is to make the game more bouncy and knockback more impactful, though,  I definitely overdid it in some areas. Without the drifty air movement, you could just wail on most bosses without them being able to do anything, and I really dislike adding in invulnerability phases. Some of the movement options like the dash and double jump along with the melee attack could have used a bit more polish, so I'll return once the jam is over to refurbish some of the more iffy features and turn this into a full game.

i feel you, handling controls can be a cruel task, i hope you can find the right mix. tho do think about letting the player be as much in control as possible, especially movement. its the first thing you experience in a game it can definitively make or break a game, it HAS to feel good. its the other elements that have to adapt to it, not the other way around. its ok tho if the game is too easy, its a jam game, there’s a bit of “showing off your work” to it, if its too hard it basically become a player filter, and you cant really afford to filter a small playerbase :)

definitively interested by your post jam update, tho dont overscope it, a small completed project is better than an aborted big project :)