I like the look and the sound. I feel kinda dumb though cause I can't solve the first puzzle at all.
Chris Anderson
Creator of
Recent community posts
Thank you. Totally agree with the cords clipping.
I initially wanted to make the cords constrain enemy movement too and make that important to the game. Then they would be RigidBody2Ds and would wrap around walls. I sunk a good deal of time into that but it turned out to be beyond my level of understanding. My failed experiments are still in the source code, embarassingly.
Neat aesthetic and a different approach to two button platforming than other entries. The theme of the mundane and spirit world and being unable to go back complement each other surprisingly well.
I did have some weird bugs or maybe I didn't understand the game thoroughly where a character would stand in air. Maybe they can be supported by the spiritlink? It wasn't clear to me.
Fun stuff. Played it a bit more than I expected. There's only 2 levels right? When the combat loop was really going, it was quite engaging. Especially when I was running out of block and planning my escape to heal. The down side ended up being that usually I just dodge or kill them quick instead of using strategic blocking - but that could be tuned up nice.
Other little things: Clicking to shoot when mouse doesn't aim was kinda counter intuitive (Gamepad is probably the way to play). Also, the fact that you can't shoot diagonal when still but can shoot in the cardinal directions while standing still was a bit counter intuitive (although I see that telegraphing stationary facing would mean producing twice as much player art).
Good job.