Game is really fun so far, the graphics, while simple, are pleasing to look at and moving along the Z-axis is also very fun, it reminds me of the newer Rayman games where you would occasionally travel to the background of a stage. You could try to add facial animations to make the character feel more alive. Gameplay is fluid, you always feel in control of your character although it does get a bit slippery sometimes. Holding jump makes you continuously jump, which I do find a bit strange, but ultimately makes wall jumping much easier. And on the topic of wall jumping, I find that jumping from wall to wall is a bit too hard since you don't cling to a wall and have to jump before pulling away. And the levels absolutely need checkpoints. It gets especially frustrating with longer levels such as 1-3. And for some reason, the boost pads and teleporters don't work if you don't press a button. The boss was actually really fun, I enjoyed it a lot. The concept works really well although I would have preferred some more telegraphing for the attacks since they're quite hard to predict. It's not always clear when the sabres are in the foreground or in the baseground. Overall, this is a solid game with great potential. I wonder how the game will be able to innovate more with the depth mechanic.
-Thank you for your comment! First of all, optimal wall-jumping is hard to code, but I'll try to improve it.
-I don't think you need checkpoints because the levels are so short and you have a lot of lives, but I can understand it being frustrating to some players.
-The teleporters work that way so that you don't tp yourself if you don't want to, though you're not the only one complaining about this issue.
-You have to know by heart the 3 attacks of the boss, and adapt yourself accordingly. I feel like the boss is easy enough, and it'll be even easier with checkpoints.
-I'll try to fix all those annoyances in a big future update (i'm working on another game right now)!
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Game is really fun so far, the graphics, while simple, are pleasing to look at and moving along the Z-axis is also very fun, it reminds me of the newer Rayman games where you would occasionally travel to the background of a stage. You could try to add facial animations to make the character feel more alive.
Gameplay is fluid, you always feel in control of your character although it does get a bit slippery sometimes. Holding jump makes you continuously jump, which I do find a bit strange, but ultimately makes wall jumping much easier. And on the topic of wall jumping, I find that jumping from wall to wall is a bit too hard since you don't cling to a wall and have to jump before pulling away. And the levels absolutely need checkpoints. It gets especially frustrating with longer levels such as 1-3. And for some reason, the boost pads and teleporters don't work if you don't press a button.
The boss was actually really fun, I enjoyed it a lot. The concept works really well although I would have preferred some more telegraphing for the attacks since they're quite hard to predict. It's not always clear when the sabres are in the foreground or in the baseground.
Overall, this is a solid game with great potential. I wonder how the game will be able to innovate more with the depth mechanic.
-Thank you for your comment! First of all, optimal wall-jumping is hard to code, but I'll try to improve it.
-I don't think you need checkpoints because the levels are so short and you have a lot of lives, but I can understand it being frustrating to some players.
-The teleporters work that way so that you don't tp yourself if you don't want to, though you're not the only one complaining about this issue.
-You have to know by heart the 3 attacks of the boss, and adapt yourself accordingly. I feel like the boss is easy enough, and it'll be even easier with checkpoints.
-I'll try to fix all those annoyances in a big future update (i'm working on another game right now)!
Nice
Has a lot of potential to become a great 2.5D platformer