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(2 edits) (+2)

This is one of the few games on the jam that feel like a complete game, rather than a concept for a bigger game or a demo, which is the definition of polished. I don't have words to describe how great the presentation of the game is, especially the character designs. There's only 2 issues I can point out:

- The layouts of the levels are pretty confusing because they have multiple valid routs that all have some gnarlys to collect. Normally, coins or other collectibles in such games are used to indicate the intended way of completing the game and rewarding the player for following it, but when there are multiple routes with rewards it feels like the developers either wanted the player to become quantum positioned (which is just not possible) or backtrack after every obstacle (which is just not cool). Of course, you can just ignore the coins and play however you want, but they remain the reminder that you did something not as it was intended.

- The first time you fight the boss, his attacks are straight up impossible to predict. His attack animations don't show a specific direction of the attack or show how it will behave. For example, the finger shooting lazers attack has the same sprite for shooting 1, 2 and 3 lazers. I'd say adding some sort of a highlight of the area of attack's effect would help with this issue.

(+1)

Thank you very much for the feedback! The idea behind the game is based on replayability, so the different layouts purpose is to take an alternate route every time you replay the level to either freestyle or get faster times, but I do get that it can be confusing at time. We'll definitely gonna take a look at that!

As for the boss, yeah, it's the most rough part of the game as it was one of the last things we added T_T 

We're working on a update, so we'll take notes of everything pointed out about the boss and fix it!

Thanks for the feedback and playing! It helps us getting better! ^^