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Radlas

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A member registered Oct 07, 2018 · View creator page →

Creator of

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Ah, I understand, thank you for explaining! If I were to redo it, I would probably opt for a more precise weapon pattern, like a spear.
We thought about making the player movement discrete, but I think it would have been too similar to Crypt of the Necrodancer.

Cool idea, love the graphics as well. I would love to see a jump charge bar and have the ability to walk, for repositioning between jumps.

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Great idea, I love the aesthetics as well!
Wall jumping felt a little weird, having to press the opposing direction of the wall.
I had some problems with the start game button, it wasn't working, clicking to the right of the button worked.
You can also break the game if you go too far forward off screen.
Fun game overall, good work!

Thanks for the input, I'll keep that in mind. Thank you for playing as well!

Thank you for playing! You can use WASD to move, SPACE to scan and arrows to attack.

I love the aesthetics and game premise, good job! The colliders felt too big for the sprites though, lots of floating on platform edges and bullets that hit walls they didn't touch. You could use a capsule or custom collider for the character and circular ones for the bullets but, overall, tweaking the colliders would make the game play a lot more crisp.

Simple but a great idea!
It feels very odd getting stuck on platforms when they appear and you are inside them, maybe it should have a default push direction when you end up inside an active platform.
Would love to see how the turning could be used in harder levels.

Cool game! I missed a run button and a mouse sensitivity option but otherwise great concept.

Thank you for playing!
Can you tell me which control scheme you used and what felt hard to control?

Thank you for your feedback!
Can you specify what control aspects didn't feel good and which control scheme you used?