As per usual, Gizmo knocks it out of the park. It's super fun to play, and not insanely difficult once you figure out the timing. I still need to master the wall jump element and try a new way to beat it! It's great that so many tactics can work if you take a few tries to get them down.
blacktomjones
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Yo, this game friggin' rules!!! It's super fun to play and understand, and the power-ups increase your abilities at just the right balance to keep up with the growing hordes of enemies. I do with there was a bit more diversity in the level layouts, but it's fun to have to deal with the very wide open spaces vs. the very compact and frantic spaces. All in all, I'm super impressed by this game!
This is a promising build!
It's got a very strong atmospheric tone, with the SFX and music matching the dungeon well. I like how freeform the exploration is even at this early stage--I found myself able to get to odd heights or cursory places that I would only glance in transit if I wanted to.
Lighting effects are great, and I love the sluggish feel of the full 3 swipe sword combo. It looks like you might plan to put in a wall jump or a double jump later? That might be a nice touch, especially with such verticality to your levels. And, of course, enemies, but that goes without saying.
A great touch will all the flames following you up the chain lift, and the spikes on the ceiling. Also, I like the background FX of the pipes with the heat distortion coming from the vents. You have great attention to detail!
I didn't find the controls too buggy, as you mentioned in description. The dash effect is a little disorienting, since you immediately teleport to the final location. Maybe put in a wisp of a straight line from point A to point B, and the camera travel lags by a few milliseconds? I can see an inclement difficulty with measuring that distance, if you're eventually trying to battle/survive.
Overall, very promising! I'll be following the development of this game, for sure! Now, make some dang enemies for me to smash! lol

