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(1 edit) (+2)

Was a great and quite funny experience to be honest. Great art and music, and soime solid platforming. Feels very bullethell ish. Which personally isn't my favourite way to make a platformer. But its still a great experience. And 10/10 characters btw.

Controlls very well, i LOVE the dodge move. Adds a lot. The infinite flying removes a bit of the tacktile feel of some platforming. Making more of the gameplay take place in a flying floaty state, instead of jumping and doging. But i doubt that could change at this point hehe.

I'd love to see this fleshed out mechanically. Especially in how you interact with the world. The simple shooting and doging could use to variations. Maybe an object that you can swallow and spit out. Think koopa shell/bob-omb. But while you do, you can't spit. Or a mass to swim or move trough in different ways like water/celeste space blocks.

Some extra stuff

- What is money?

- Sometimes i see the spaces between the tiles when moving. Also why is this game 380mb? Im just currious what part of the game, be it assets or some framework that takes up a lot of space. And the game feels a bit choppy at times. Like the framerate dips slightly.

- The level design nerd in me wants my hands all over this level editor to make shit

(+1)

thanks very much for your feedback! i'm working on a large update at the moment and i've neglected to update the demo... there's lots of new stuff, but i think a lot of your feedback is still relevant. it's still needs some work, but i think i might be able to share the next version soon-ish.

yeah i agree it would be cool to add more interactive mechanics, like picking up stuff/ koopa shells. i'll think about it! i feel like i'm running out of buttons and the main character doesn't have arms, so it's tough to figure this one out...

the money doesn't do anything, you can think of them like celeste strawberries. in the current working version of the game i ditched this idea.

i've made some performance improvements and lots of other fixes since this version, so hopefully issues like fps dips and weird tile gaps will be resolved. 

the file size was really large because i was using .wav files for the songs. i've since converted them to .oggs. it's about half the size now.