Sorry for the late reply. Unfortunately we are using some Windows syscalls to do the sound. Compiling on Linux is hence not possible without changing the source code.
Kenji-chan
Creator of
Recent community posts
Quality of game is high in terms of art and sound.
However, level design can be improved. While there are enemies, attacking them is pointless, making it feel like the attack button is just for show.
Furthermore, there is no ramp up in difficulty as the game progresses. When the final challenge was just to jump on top of a moving platform, I thought: "That's it?".
Also, I was teased that we will be able to jump to the other side of the hole at the start of the game, but left disappointed in never knowing what was on the other side.
Overall, the game has a good foundation, but doesn't have a very strong payoff... yet. Keep up the good work!
The concept of only solely relying on reflected damage is really interesting!
It would be good if an alternate key other than enter is used to progress through the tutorial, such as left click.
Field of vision for `traps everywhere` is too small, and enemies spawn right onto you with no warning.
Would be better if players have a need to choose which enemy to shoot, currently simply shooting close enemies and kiting everything else is enough. For example, enemies might be made to build resistance to voodoo-ism.