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A member registered Oct 03, 2021

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Seems like a cool concept, but it feels very slow. The atmosphere is GREAT.  Figuring out what to do was very confusing. Having to wait forever to prep the ground felt somewhat arbitrary. Getting the vine to change directions was an act of congress. It wouldn't change directions forever then it just randomly started working. Grass grows too fast and randomly hinders vine progress. I felt like I had to chop grass down 10+ times because it would grow back instantly. In the third room I got stuck and couldn't prep the ground on the top most layer of tiles because of the collision box that encompasses the entire player sprite.

I think with some minor tweaks this could be a really solid game. 

Absolutely solid entry.  Good call on the palette swapping and really nice amount of content! The game compelled me to keep playing to see whats next all the way until the end. Some of the enemies felt a bit unfair in how they behaved or with their placement, but nothing too crazy to really hurt the gameplay. The attack timers seemed to function even when scrolling to a new screen giving the player no reaction time. I think the design decision to make certain boss attacks produce hearts was the right call, but at the same time it almost made some of the bosses feel too easy. 

Is there some sort of extra ending for getting all the seeds. I think I collected all but maybe one. 

This really felt like a complete package. Impressive work! 

Interesting game. I like the idea of boss rushes, but the screen shake and hitbox make it very difficult to tell whats going on.  Is there only one stage? I defeated the enemy and got a win screen and a lose screen at the same time. 

I couldn't figure out how to progress? I cut down all of the dead stalks and couldn't interact with anything after that point. 

Very doodle jump-esque. It seems like you can bounce on the ant enemies, but they frequently kill you when you should bounce? 

I loved the Zombie/Mecha thing.

Awesome entry! I can tell its a fusion game just by some of the behaviors such as riding on top of the tomato enemies ;). Nice work on text wrap. The extremely tight controls are great. I love that the jump works as well as it does. Its extremely tight/harsh, but somehow feels perfect. I like the fact that you made enemies smaller to accommodate for the size of the main character sprite. The camera is awesome - its a huge pet peeve of mine when games use medium/large sprites, but don't pan forward to give the player ample opportunity to react. 


The level design is great and some of the diamonds were really cleverly placed. I feel like you squeezed a LOT of good design out of the few abilities you have - making your plants block the growth of vines is a really cool example. Game-feel is extremely strong. The shears and seed behaviors are beyond perfect. Taking damage feels a bit weaker compared to those two in the feel department, but it sells it just fine and is just me nitpicking. I love how you've made the walk animation feel "bouncy" despite the limited number of frames.

Incredible work!

Have you swapped to the new Beta version? Lots of quality-of-life features that would help you convert this to metroid-vania if you plan to expand it. It also seems to have reduced or eliminated the false flags - at least for me. 

Got to 57. Awesome concept! Definitely has the endless "just one more try" factor.  Death hitbox feels a tad big - IMO it should favor the legs.

Thank you so much for taking the time to give us your input! It is truly appreciated and helps motivate us more to finish up the post-jam version of the game :).

The game does technically end after the dragon fight. Unfortunately we had less than 10 minutes left to add the "final" boss to the dungeon. It exists in the game, but only if you skip the Dragon and go straight to the stairs. The final boss cannot be killed in its current state so its really just a means of ending the game. I made a mistake when adding the crystal that spawns the final boss to the dungeon and accidentally made it despawn when the dragon is flagged as being dead. 

For the world map there were plans for items that would decrease, eliminate, or increase encounter rates, but those were scrapped due to time restraints. The ultimate goal is to provide the random encounters some much needed balance and make regular enemies more threatening. I've already begun revamping the stat system so that we can have a more dynamic means of damage calculation that doesn't create such a huge disparity between regular enemy and boss strength while still maintaining a hopefully balanced level of difficulty. 

Hopefully we will have a more fully-realized version out in the near future that will correct all of the issues and be a much more complete experience.

Again, thank you so much for your input and kind words. It really does mean a lot and I'm sure I will be coming back to this thread regularly to re-read your post as well as everyone elses to keep the input fresh :)