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Fainspirit
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Very cool game, I really enjoyed the possession mechanic. It would be nice for it to last a little bit longer, even if it was slightly weaker to compensate as it felt like a lot of work for a somewhat mixed payoff.
If you kill too many enemies during possession, their orbs despawn by the time you go back to being a ghost.
The horn sound when collecting full courage felt out of place but was welcomed to know when my courage was full.
Very cool game, I liked the use of limited ammo (cigarettes) and limited movement being stuck on the ground. The combat mechanic was super fun and unique!
I made it to the pig on my second try, but ran out of cigarettes on the second phase. Sometimes the light ball and HAHAHA can spawn in such a way that you can't really dodge since your jump is so short.
Very fun game and I enjoyed the theme of only being able to move a little bit at a time!
The end got very difficult (~30 seconds remaining) with some patterns being very difficult to dodge on a technical level, though maybe I could get it with some practice. The UI was very dark overall and it was somewhat difficult to tell how full / low my energy and health were. I thought I was at half energy the whole game so I was playing very cautiously with jumps and later realized it was full energy.
Very cool game, gives me Titan Souls vibes with the recall mechanic!
It would have been nice to have some sound effects, and the bullets would sometimes hit enemies even when recalling them from the close side (bullets shouldn't pass through the enemy)
There was also a bit of a delay after reloading I found, though that wasn't a very big deal and didn't affect much. Loved the heart graphic!
Super neat, I liked the toaster and the spoon a lot! The artstyle was very cute and I liked the use of the theme.
I wasn't able to get to the end as some rooms were very dense and there were no health restores that I could find, though that's not a problem.
I did find that some of the weapon hitboxes were a bit inconsistent when trying to pick one up.
I really like the premise, though it feels very unforgiving in its current state.
I was constantly trying to have enough energy to dodge and only occasionally got a chance to shoot. When I did get to shoot, the bullets often shot far from the target making them wasted and leading to another recovery period.
Adding some sound effects would go a long way as well.
Super fun game, looking forward to where it goes!
In terms of power, I got the furthest with explosion staff + bleed + wisps as it seems to be the best scaling. I enjoyed the lightning staff but it was hard to use because melee enemies couldn't be attacked.
A few bugs I noticed -
- The Epic upgrade that causes your attack speed to increase the longer you stand still negates all other attack speed bonuses. Unsure if this is intentional, as the text does not indicate it will have this effect.
- Entities other than the player get stuck on the right edge of the map. I've noticed it with wisps and the melee enemies that will stop moving to the right, with the enemies becoming untargetable.
- Wisps can go into the ground.
- When melee enemies spawn, they have no hitbox for a few seconds
- When small (2 or 3 size reduction upgrades) and moving rightward on the ground in the left valley, you can run into an wall that you have to jump over
- Enemies can push you out of bounds, particularly on the left edge.