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weasyv

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A member registered Apr 22, 2021 · View creator page →

Creator of

Recent community posts

I love getting updates from you. You've created a gorgeous collection of tools! 

Thank you Wompa :) We have some fun new changes coming up soon to make the the lantern a bit more interesting (along with some other balance, atmosphere, and polish changes).  We'll be releasing that build as soon as the voting period for the MVM jam ends.  

When I started playing it felt very clean and nicely polished. I really like the character design and the projectiles sound very crisp. The pixel art is very well done, too. I'm a sucker for small details and I definitely appreciated the flowing water from the first level. 

As  I played the game more I felt there were some missing polish areas. There isn't enough audio or visual feedback when you're hit or you hit an enemy. I think the character should flip directions if you're holding right click and pointing behind the character. I really liked that when you killed an enemy you saw the blue stuff get absorbed into the character, though a death animation of some sort would have created a better overall effect. When the character dies you're instantly brought back to the main menu as well. 

I would also encourage you to try to add in a bit more of your own unique ideas into the game. It felt too similar to the classic metroid games for it to really stand out for me.

Overall, solid work! 

This game was a lot of fun to play. I really enjoyed the overall aesthetic and challenge progression. The game teaches you how to play very well. I personally prefer a bit more consequence for death, but the puzzles were still challenging. I would have liked to see a bit more of a transition period when the levels reset, it can feel a bit jarring to go from getting hit to going back to the start of the level instantly. 

Overall a great game with a lot of potential. 

Thanks for playing! That was quite a fast run! You crushed it. :) 

Appreciate the feedback :)
We tried to keep the controls concise and easy to access with both hands on the keyboard. We ended up dealing with some complications early in the jam and lost some playtest time.  Otherwise we would have loved to tinker with the controls to get it feeling perfect. Out of curiosity, what would you change about the control scheme to improve it?