Simple but well done. The difficulty progression felt a little slow for me but not an issue. Although i don't know if it's intend and i think not but 1 projectile can kill multiple ennemie at once if they are on top of each other
Nanbanya
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XD about the logs they actually spawn only when you collect coins so it's partly your fault if there too many at once and the jump is intend for this trap. If both the player and the mirror get hit at the same time the mirror hit is also delayed so you take the hit first and recovers very shortly after. So both being hit don't really change anything exept if it's a lethal hit also since the delay is reduced over time you lose a bit here.
It's actually partly intended that you worry more about your life because i increase the difficulty overtime, i just overtune it a bit too much so it happen to quickly. The game is actually more about dodging in clutch so i expect it. I still gonna try to add more stuff about the mirror too make it more integrated in the game and actually need to worry about it.
I never create animation and 3D character so i didn't have it for the jam but i definitly gonna try to make one.
Thanks for playing and the feedback!
Stunning visual and i like the music too. The only downside is the placement angle. It's hard sometimes to estimate the angle it's gonna reflect the beam and since we can only restart the whole level andit happen too often that the beam angle is slightly off (Skill issue XD) maybe add some undo last action to let the player to adjust a misplacement. Still i love it
Great games. I encounter weird stuff with the wall sliding like sliding keep going even when not in the wall until i hit the ground. I also couldn't manage to detached myself from wall (exept the one you can wallJump) and found it a little frustrating at time. Sometimes i also have issue when jumping wasn't really responsive. Appart those issue in character movement the game is great it was really fun playing. I really like how the reflection and mirror work
Thanks for the kind word, I'm gonna tries to add many thing after the Jam end with everyone feedback in mind (probably take some times since i'm busy this month). For the movement being weird i first gonna trie to add something like shadows especially for when the player jump since it's quite hard to tell. I things the weird feeling is because like someone says, it's hard to gauge distance.
Thanks for playing, initially there was particle when the player got hit, i guess they disapeared in the html export it's my bad i didn't notice it when exporting my game. For the movement it's probably because i'm missing some aestetic to properly gauge distance like shadows or when jumping. If you talk about the reflection movement it's probably because of how the delayed movement work since it isn't actually working properly and i have add another patern to balance things out since i don't know how to fix it and didn't really have the times to thinks of a solution.
Thanks for the feedback. And yeah my game didn't implement well the mirror part in the gameplay. What i mean is, i don't really have any interraction between the 2 sides so i probably need to make it less of a dodging game with less quantity but more rewarding to make the reflection make mistakes to keep the player playing with it's reflection instead of just focus on our own survival
Thanks! I totaly forgot that shadows exist while making my games XD.
Also focusing in the mirror image is hard since it's more or less delayed when player move around i didn't really thinks things through with my ideas. I thinks whats missing to play with the mirror part is more interraction between the 2 sides since i don't thinks there actually any. Thanks for the feedbacks
The fact that you can shoot yourself make the game interresting and fun. The upgrade phase is really a threat when you have bullet around. Also not a big issue but the dash could probably also have a keybind on the RightClicks of the mouse. For player like me who play with arrow key i found it a little difficult to use shift or space.