On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

4rdi

7
Posts
1
Followers
2
Following
A member registered Mar 21, 2021 · View creator page →

Creator of

Recent community posts

Thanks for the feedback, glad you had fun. :)

The hyperjump with the red bombs was intentional but we felt the mechanic might be too hard to demand from the player.
We still gave the option to enter the last boss room with the red bombs and skip the mushroom bombs that way.

Great game I especially liked the visuals and the soundtrack.

I was a little annoyed with the skull boss, it felt like the character's range was a little too short. But I had fun, fighting the small enemies, I liked the life indicators and the knockback felt good. :)

It was a little short but I liked your game :)

A sound effect for attacking even without hitting something would have been nice and check out the YSort node in Godot it's great for things like trees in top-down games.

funny little game :)

I liked the mood of the game,it all seemed very dream/nightmare -like.

Hey. I was able to play through the game and it worked well for me even though nothing was explained.

I died a few times in the purple area until I realised that there must be another upgrade. otherwise I didn't get stuck anywhere for long.

What i also liked was the simple and retro looking artstyle of the game :)

Hey! I really liked your game especially the music and the spell system which reminded me a lot of "Magicka" if you know the game series.

The last boss fight felt a bit annoying because you couldn't do anything but kiting him and that took a while because I didn't have time to charge the spells. what might have helped is a dash or knockback spell.

However, I had a lot of fun :)

Thanks for the feedback

It's a pity you didn't like having all the bombs at the beginning. It was actually meant as an homage to Castlevania: SotN where you also lose all abilities after the intro.

After the first boss fight, the game should be nonlinear and partly utility-gated which is the definition of Metroidvania in my opinion. :)