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sick art yo. 

feel like the pokey move plant golem has could be more telegraphed. also spamming attack keeps triggering the sticky prompts which steals the input focus until i close it. its almost like a meta stamina bar.

looking forward to this one getting more developed

Lol, I like the stamina bar analogy. I made it so you can attack with mouse clicks now too. Definitely going to work on enemy telegraphing and AI

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