FoonLudum Dare ExplorerLD59 → Warden of the Depths

Warden of the Depths

By alex-de-la-cour

View on ldjam.com

CategoryRankScoreCount
Overall5783.3561
Fun4763.2961
Innovation7342.7661
Theme7822.5759
Graphics4213.7661
Humor4572.6656
Mood6633.1860

Comments

jo-bettaque 2026-04-21 08:59

I really had fun playing this, really hard but had me trying again and again. The Zombie timing really threw me off in the beginning, especially in that passage right after the whippy dude appears, i probably died to those zombies 30 times ^^.

jo-bettaque 2026-04-21 09:00

Also, I noticed that you Link does not say you have a web-build, i would recommend adding that here as people may look for web games specifically to play. Also the file you uploaded on here seems to be 404.

alex-de-la-cour 2026-04-21 09:04

@jo-bettaque thanks!! Yeah the zombie I think was a bit too slow compared to the deer. I died a lot on those two zombies, and the final fight during playtesting.

Have uploaded a web build, thanks for the tip, think I'll just nix the download link on here.

sam-horner 2026-04-21 09:07

Fun idea, i found myself dying a lot because I was accidently running into the enemies, rather than dying to attacks. Movement was really nice once I got used to it

alpharius-003 2026-04-21 09:09

Fun game, but I think your ingame instruction is reversed that you said LMB is parry and RMB is attack

omi 2026-04-21 09:13

Really nice looking, feeling and sounding game! Well done! I think the player hurt box is pretty big so I got killed a lot in situations where I felt I was pretty far from the enemies, which is especially brutal when you get killed in one shot.

2026-04-21 09:23

Hi! I really liked the graphics, but this game is very difficult for me, especially parrying. I couldn't handle a moment with two zombies.

alex-de-la-cour 2026-04-21 20:17

@sam-horner thank you! Yeah I found myself dying that way a lot, fixing the hitbox sizes was up the top of my unmanageable to-do list!

alex-de-la-cour 2026-04-21 20:17

@alpharius-003 oh yeah thanks for pointing that out!

alex-de-la-cour 2026-04-21 20:19

@omi thanks a lot! Yeah the hit boxes are WAY too big, I accidentally ran into the enemies (when I was still a few pixels away) too many times in testing.

alex-de-la-cour 2026-04-21 20:21

@na-popei thanks, glad you like the art! That bit has caught a lot of people out, the trick is to kite one zombie and get far enough that the other one doesn't follow.

wallmasterr 2026-04-21 21:48

great looking game , controlls well too. just gota fix those enemy hitboxes and itd be perfect start to something amazing. also want some enemies that dont need stagard but i get the theme is abit the signaling.

alex-de-la-cour 2026-04-21 22:00

@wallmasterr cheers Ally! Yeah originally you didn't have to stagger any enemies it was only on day 3 when I realised you could mow down everyone way too easily and completely ignore the parrying that I changed it.

2026-04-22 01:55

Really enjoyed it overall. I'd suggest introducing fighting two enemies at once near the beginning of a new room rather than at the end of one that already has some obstacles and another new enemy type. Replaying the first half of the room repeatedly for the sake of learning the end was a bit of a drag. I liked the parry concept WAY MORE than I thought I would.

4farandbeyond 2026-04-22 01:55

Im sure it's a skill issue, but I honestly find your parry timing a little too tight sometimes. I think holding the button might extend it slightly? I got frustrated at the level with the whip guy and 2 zombies. Controls are very responsive, art is clean and audio is good. I think getting one-shot/level restarting for missing a parry, or touching an enemy is a bit harsh though.

justinmullin 2026-04-22 02:02

Oh man, this is excellent! EXTREMELY crisp platforming and combat, lovely graphics, and a really nice difficulty - hard, but not overly punishing if you need several tries. I don't often find myself wishing a LD entry had gone on longer, since there are so many games to play and rate, but I was a bit sad when I realized I'd beaten the game. Very very fun. Great entry!

t-c 2026-04-22 02:14

Very good game! Thought the theme integration was very cool, liked the art and sound and presentation. Have to echo what a lot of what other people have said, there are some issues that make the game feel unfair rather than tough. Your hurtbox extends past your sprite on some occasions (or some attacks do). Even if this isn't the case, you're heavily encouraged to get close to enemies (whip guy can be parried but then not hit until you get closer, zombie can start an attack from far away, messing up the timing, so you might want to get closer to feel like you can parry more consistently) so moving towards enemies being that punishing is really felt.

Some attack hurtboxes seem to exist on frames where the sprite isn't there yet. Projectiles can hit you in really weird situations and much further away from you than what you'd expect. I definitely think decoupling the hurtboxes of the player, enemies, and projectiles from their size that you use to determine their floor/wall collision would do wonders. The hurtboxes should be smaller in general, for sure.

Also, there are a couple other issues that can be pain points. Enemies can push each other? Making your (correct) spacing get you killed. The whip enemy can spend a frame or two moving forward in between attacks, meaning if you're too close they will just walk into you and you die that way. Also, the zombie and whip guy's red flashes require different timing? Which is odd, it's like you're taught to react one way, then immediately punished for it the next time.

Finally, I think the wall jumping could use some improvement. I'm not entirely sure how other games do it in a way that feels better, but I found I had to readjust the muscle memory I built playing other games, to the way this was programmed. Holding towards a wall to wall cling, then the second you hit jump, that direction thwarts your jump, tends to feel bad. Also you can clip on corners of ceilings, hovering infinitely. Just small corner case stuff.

I know I had a lot of criticisms, but know that I still had a good time and played it to the end! I think a bit more time on the little Q.O.L. things would have elevated this game a bunch, and what was there was already quite good. Nice work!

iluvatar 2026-04-22 09:40

The gameplay is very smooth, I like the audio visual response, it's really high quality. The movement and combat is just perfect. The graphics are amazing, but there is no doubt in that, I've been following your art for years, Alex :) I don't think I have any negatives, maybe just that the walljumping was sometimes a bit glitchy, as if the collision was hunting pixels to hold onto, not sure, but that is understandable for a JAM game, so I didn't take that in consideration :) Overall amazing game.

jin9310 2026-04-22 13:28

damn this is hard :D I was not able to get pass the 2 zombies, but I tried just for about 5 minutes and want to revisit later on. Your art is amazing (as always) and for me personaly that could the one thing why I want to get back to it :) But I am also very curious in the rest of the game and I wanted to drop the comment already since I think you did amazing job!

saumchick 2026-04-22 14:07

Good graphics and music. But I couldn't even get past the second level because I couldn't figure out when the zombie attack ended, and if you get too close to any enemy, they'll kill you instantly.

alex-de-la-cour 2026-04-22 14:46

@ivaillios thank you!! Yeah I realise in hindsight that I messed up that level, especially considering the zombies and deerskull both have pretty different parry timings. Glad you still managed to have fun though!

alex-de-la-cour 2026-04-22 14:50

@4farandbeyond it is a skill issue and by that I mean my skill when it comes to balancing a jam game lol, these are all very valid criticisms! I wanted to make this a challenge but most of the difficulty seems to come from bad hitboxes and parry timings which is on me.

alex-de-la-cour 2026-04-22 14:52

@justinmullin hey man thank you so much! Truly appreciate those kind words. I think I made it too difficult in a janky timing/hit box way but I still had a blast playtesting it, I really loved when the parry timings and everything clicks - I'm glad it did so for you!

alex-de-la-cour 2026-04-22 14:54

@t-c wow thanks so much for such a detailed critique! I really appreciate all the feedback this is gold, and all the criticisms are very valid. A lot of it was on my to-fix list which inevitably never gets fixed because time disappears into the void during a jam. But I'm taking notes for if I ever revisit this project!

alex-de-la-cour 2026-04-22 14:56

@iluvatar ayo David thanks man, that means a lot! Legend!

alex-de-la-cour 2026-04-22 14:58

@jin9310 thanks Jin, good to see you on here! And here's a tip if you revisit it (it seems like a lot of people gave up at this point!) - dash to the right quickly and you can kite one of the zombies out, you'll be too far for the other one to follow.

alex-de-la-cour 2026-04-22 15:00

@saumchick thanks, glad you like the art! You're supposed to hit parry when the monster flashes red (I only put this in the itch description, not in game, oops...)

And in that fight, you can run/dash to the right and only one of the zombies will go after you.

t-c 2026-04-22 15:25

@alex-de-la-cour absolutely! As someone who has done 12 Ludum Dares before, I COMPLETELY understand that position! The amount of times I had to push out a game, with a list of things to fix or change being almost longer than what I started with, happens too often! :laughing: But I can see through those kinds of issues and really still found the fun in the game you made, so great work!

jin9310 2026-04-22 19:37

@alex-de-la-cour yeah I just needed bit more time, but was able to finish it. It is still pretty hard and have to agree that with controller it feels way better :) Also I have encountered strange bug, where I was not able to kill the second zombie at all. I have a video of my whole gameplay if you want to see it. Look at timestamp abour 10:00 where the bug happens :D https://youtu.be/OAf0E6B2u1I And dont get me wrong, it took me a while to finish, but I really like these kind of challenges because I know that my failure is like 90% caused by my lack of focus. Great job done mate! Had a blast with your game

oradimi 2026-04-22 20:00

Took me a while a finish, but I did it! As others pointed out, hitboxes are definitely unfair, and some hits you do that you think should hit the enemy doesn't, otherwise very solid, and especially good as a solo jam project.

anete-ainjarv 2026-04-22 20:02

Very cool game and I somehow managed to actually finish it (though it took many many retries). There appears to be a bug where sometimes the enemies become immortal and wont take damage even after they've been stunned. The problem fixes itself when you die and the level resets. I usually don't like games that punish you for not parrying (rather than rewarding you for choosing to parry) but I still had fun playing it :) Very well made game and the whip animation was very epic!

alex-de-la-cour 2026-04-22 20:11

@jin9310 well persevered my friend! I'm glad you went back and were able to finish it. I would say in this case that failure is definitely a bit more to do with janky hit boxes and timing, but I did notice when I was playtesting that if I focused and locked in I could get through it much more easily.

Also sorry about that last level, I could feel the frustration watching the video every time you died! Especially with those projectile hit boxes, WAY too big.

Anyway - I really appreciate you giving it a second go and completing it. Hero.

alex-de-la-cour 2026-04-22 20:13

@oradimi thank you very much, and I'm glad you were able to finish it! Overall I'm really happy, although it's annoying when small things that take 10 seconds to fix like bad hit boxes manage to make it into the game, but I suppose that's jams for you!

2026-04-22 20:17

Cool dude, it wasn't easy, but I passed the game, Wilhelm's scream at death is like the icing on the cake, well done, tutorial at the beginning is good, rarely anyone does that. 5 points

alex-de-la-cour 2026-04-22 20:18

@anete-ainjarv yayy, well done for completing it! Someone else noticed that bug as well, if I have time I'm going to see if I can fix that and upload a new version.

Originally you didn't have to parry, but I realized about halfway through the final day that it was way too easy to just blast through the game and kill everyone and never parry once and I felt like that defeated the point of the main mechanic. Glad you still enjoyed it though.

I'm also glad you appreciate that whip animation - I was wondering what was wrong with me deciding to put in such a tricky weapon to animate, swords are so much easier! But sometimes you just gotta' have fun and make cool looking stuff.

coolpurplerat 2026-04-22 20:21

Fun game, interesting take on theme. To others' QOL suggestions, I would add the slight pitch variation to sfx, because they get repetative after each death, especially wilhelm scream, and make music not restart at each death.

jin9310 2026-04-22 20:43

@alex-de-la-cour there were 2 most frustrating points... when I was finally able to almost kill both zombies but the second one was bugged and invicible and second when I finished the last level, but there was that last enemy behind the fire... that was pure evil! :D

alex-de-la-cour 2026-04-22 20:54

@brodyaga-sao hey man thank you! Glad you were able to finish it. And that Wilhelm scream had to be done!

alex-de-la-cour 2026-04-22 20:55

@coolpurplerat definitely valid points! I tend not to mess too much with audio but I should definitely make a point of learning more about it, my teammate/audio designer is always going on about pitch shifting, maybe one of these days I should actually listen to him instead of zoning out. Anyway - thanks for the feedback!

alex-de-la-cour 2026-04-22 20:56

@jin9310 oh yeah I felt like an ass putting that in. I was really umming and ahhing over it but I ended up listening to the little devil on my shoulder.

2026-04-22 21:01

I’m a huge fan of Sekiro: Shadows Die Twice - that’s where my love for parrying mechanics started. Here, that mechanic is also central, which is definitely a big plus for me. Overall, the visual style is good, but I think the level backgrounds could use a bit more detail. What confused me, though, is why I was dying - visually, it often looked like the enemy was still in the wind-up phase of an attack, but I was already dead. Sometimes it even felt like I was dying just from contact with the enemy, without an actual hit. That part is still a mystery to me. The moment with the two zombies was genuinely challenging for me. I hope that if the game continues to be updated and developed in the future, I’ll be able to fully enjoy its gameplay. Thanks for the game!

alex-de-la-cour 2026-04-22 21:31

@oleksandr-marynenko I majorly ran out of steam and time when it came to doing the background art unfortunately. Originally I wanted some Bloodborne style low res low detail Victorian gothic cityscape in the background but I think I was being overly ambitious with that!

Running into enemies kills the player, but in hindsight this probably wasn't the best idea, and I should have only made attacks able to kill. That's definitely something to put on the list for any future improvements.

But thanks for playing, and I appreciate the feedback! Maybe one day I'll expand on this because I enjoyed making it more than any previous jam game.

drainkid 2026-04-23 02:31

Cool game, but man, is it kinda brutal! The contact damage especially. I feel like the hitbox is larger than it should be - sometimes with the fire I'd die before my character visually collided with it. That being said this game is neat, good job!!

2026-04-23 10:50

Very nice character controller, it fells very good and responsive. the die on enemy contact was very frustrating but other Than that combat felt really nice as well!

squimmy 2026-04-23 11:00

the parry needs some sort of cooldown. mashing it trivialised combat.

venomousmouse 2026-04-23 11:17

Good idea and platforming. Not a fan of parrying, but idea is cool. Good job!

alex-de-la-cour 2026-04-23 14:57

@drainkid thanks!! Yeah I wanted to make it hard but it looks like I veered into 'janky hard' rather than 'skill issue' hard, and about 99% of it is to do with those hit boxes!

alex-de-la-cour 2026-04-23 14:58

@inoro thank you! I'm really proud of that controller (except the wall jumps need some more love). Glad you enjoyed it, thanks for playing!

alex-de-la-cour 2026-04-23 14:59

@squimmy oh yeah I didn't even think about that, good call. Cheers for the feedback!

alex-de-la-cour 2026-04-23 14:59

@venomousmouse yeah it's definitely not for everyone! But cheers for playing either way :)

nathanial 2026-04-23 21:57

This is a lot to get done in a short time. The pixel art is nice. Most of the movement feels good. Some points to work on: Wall jumping feels really bad, I think it would have been better to design the levels without wall jumping in mind if you weren't able to make it feel good before making levels. If I run away from an enemy when they are attacking I avoid the attack, but they immediately kill me without an attack animation when they get back in range of me. Great entry!

2026-04-24 02:23

The graphics are pretty good, but the combat was difficult for me to do. Telegraphing animations are good for enemies, however it often felt like i would get hit by an enemy when it did not visually look as though i was within the range or frame of an enemy attack.

link270 2026-04-24 04:10

Screenshot 2026-04-23 at 9.54.46 PM.png

Trying to play the web version on my MacBook Pro in Safari doesn't work properly. None of the environment displays for some reason. It worked fine in Chrome though.

Nice game! The art was great, the movement felt pretty good and snappy. A few pieces of feedback though. The attack telegraphing needs a tiny bit more, especially at the begining. Have a few easier enemies that telegraph a little heavier, then start to get a little more precise as it goes on, just to help people get used to it. I don't mind difficult games, I tend to enjoy them when that is part of the point and the game is designed around it, but they need to feel fair. The parrying itself isn't bad once you get used to it, the problem is that the enemies just barely touching you especially when they aren't even attacking, or sometimes not even touching you, kill you. There is no grace period and the attacks don't fully match their hit boxes. If the enemies couldn't hurt me just by touching me then this would already work a bit better. Getting killed by a zombie because another zombie slightly pushed it one pixel closer to me doesn't feel very fun. haha

All that being said, the core of what you have here is really good and you should be proud of it. Nice work!

hammerfrenzy 2026-04-24 04:11

I did it :weary: congratulations.png

I think if you could only be hit during an attack and not just moving around that might feel better, although its a pretty big design change. I felt really cool doing the double projectile parry and then fell straight into the flames, that was rude.

indiepanda 2026-04-24 12:58

A nice platformer. Unfortunately, I couldn't kill the enemy with the whip.

kremlebot 2026-04-24 21:40

Without checkpoints, this game is too hardcore.

alex-de-la-cour 2026-04-26 10:40

@nathanial thanks for playing and for the kind words and feedback! Yeah that's a good point on the wall jumping, especially considering I had drop through platforms I could have just nixed the wall jumping all together and put those in its place without altering the levels.

alex-de-la-cour 2026-04-26 10:41

@johnnyalfonso hey man, yeah sorry about dropping the ball with the hit boxes. But thanks for playing!

alex-de-la-cour 2026-04-26 10:45

@link270 thank you for the feedback and suggestions! I 100% agree with all of them, I'm taking notes here. I feel like I've got the basis of something pretty fun here and now it just needs plenty of fine tuning, especially when it comes to not being unfairly difficult. I'm hoping to play around with this game in my spare time so it really helps getting some tips like this. Cheers!

Also that's strange about the visuals on Macbook, I've never stopped to think about any difference in building for browser between mac and PC. Have you ever seen a problem like that in other browser games?

cedaoan 2026-04-26 10:46

Nice little platformer! I like the artstyle and all! It’s a little too easy for enemies to one-shot me, maybe giving the player multiple lives would feel better?

alex-de-la-cour 2026-04-26 10:49

@hammerfrenzy I think not dying on contact would be the first big change I'd make to this! I feel like the essence of the game would still be the same, it would just be less unfair.

Also sorry about those flames - I was really deliberating hard over whether to put that. It was meant to be a callback to the start of the level where it tells you to look down, and then the first time I playtested that level I forgot and jumped right into them myself.

Anyway - well done on completing!

alex-de-la-cour 2026-04-26 10:50

@indiepanda sorry! Funnily I thought the zombies were even harder but overall I definitely made combat too difficult.

alex-de-la-cour 2026-04-26 10:50

@kremlebot yeah I tried to make the levels small but I definitely think a few elements made combat too difficult overall.

alex-de-la-cour 2026-04-26 11:47

@cedaoan yeah originally it was going to be one shot enemies and player like Katana zero, and I think I pushed too hard to make it too difficult - I think either a player health bar or keeping all the enemies as one shot would have been a better route.

link270 2026-04-26 15:42

@alex-de-la-cour Yeah, you’ve for sure got a gem here! And yeah I did see something similar in another game, I’m assuming it’s some sort of incompatibility with my version of Safari or something but idk for sure.

asieke 2026-04-26 16:02

Really fun game! Loved the pixel art and animations! The game was pretty challenging, but in a fun way. The need to parry stun to get a hit combined with only being able to take a single hit I personally enjoyed, but I understand that inherently raised the skill floor. Super glad this game had controller support, definitely my preferred way to play these types of games.

A few things that I got caught up on - Hit detection could be a bit more generous for the player. Seemed like the player would get damaged without actually getting hit. Most noticeable standing to the left or right of the purple fire. - In the section with the two zombies, if they ended up next to each other, while one was winding up an attack, the other would push it forward, making it impossible to stand close enough to trigger the attack and not die to the zombie getting pushed into me, even if I got the parry stun off.

Great entry! Thanks for the game and the fun challenge!

itero-proto 2026-04-26 16:19

The game is good, but it's better not to make platformers for game jams) there are too many of them. Good luck 😉

2026-04-26 19:42

Some hits feel very weird from the enemies, is there contact damage or something? Having to kill all the enemies and having to parry every hit feels too forced, I think it would be better to design the game in a way so player has to do what you intended, but without outright forcing the player to do it. Just as example (not the best way) Like having the player roll a wheel standing in place for a few seconds and placing the wheel close to enemies makes it so the player most likely needs to kill the enemy before proceeding it doesn't guarantee that player will kill every enemy but if the player managed to do it in any way - player deserved the win and most importantly it doesn't feel as bad as reaching the end level and reading a pop up that breaks the immersion and says:"Naah, you have to do what I'm telling you to"

alex-de-la-cour 2026-04-26 20:07

@asieke thank you, I appreciate it and glad you enjoyed the challenge!! But definitely could have toned down the added challenge of janky hit boxes, and completely forgot to switch off enemies interacting with each other - oops. Cheers for playing!

alex-de-la-cour 2026-04-26 20:08

@itero-proto glad you enjoyed it but that's a pretty weird thing to say - it's a game jam, I'll definitely stick to making whatever silly game I feel like making.

alex-de-la-cour 2026-04-26 20:10

@not-d00mka there is indeed contact damage and that was indeed a bad design decision on my behalf, especially when combined with what can kindly be described as pretty iffy hit boxes. Cheers for playing and for the feedback and suggestions - much appreciated!

ionhaven 2026-04-26 20:49

Super satisfying little combat platformer. Once the parry timing starts clicking it feels great, and the movement + pixel art have a lot of charm. It’s pretty brutal in places, but there’s a really solid game hiding under the rough hitboxes.

jajo 2026-04-27 12:44

I will say that I didn't love the attack collision, felt very short, but the intentionally designed difficulty is a good idea. Glad you were generous with the respawns too.

anszwa 2026-04-27 16:35

Really polished platformer. The movement feels great, the combat system is satisfying, and the sound effects are very well chosen. I will still try to give some feedback in case it helps:

I noticed that during wall jumps, if you reach the exact corner of a ledge, it can feel a bit glitchy, probably because the character is rapidly switching between two states there.

One small thing I would also prefer is being able to run fully off-screen before the next level loads. Right now it feels a bit like you’re hitting a level boundary while the screen fades and loads.

But thats criticism on a high level. I had a lot of fun with it!

alex-de-la-cour 2026-04-28 09:58

@ionhaven thank you! Yeah it's a bit rough around the edges in place (especially with the hitboxes) but I'm glad you enjoyed it! I agree about the parry timing, when I was playtesting it I got a bit annoyed if I rushed my parry but once I locked in and got the timing down I had a lot of fun playing through it.

alex-de-la-cour 2026-04-28 09:59

@jajo definitely agree about the collisions! I feel like I veered too far from 'intentionally designed difficulty' to 'janky unfair difficulty' - but I think it's only a few tweaks back tot he right side of the line.

Thanks for playing and the feedback!

alex-de-la-cour 2026-04-28 10:02

@anszwa the feedback definitely does help! I actually started yesterday on a little bit of spare-time further development on this so it's much appreciated. Definitely agree on all fronts - the wall jump I knew was a bit glitchy and didn't have time to fix it, but I didn't think about the off-screen level loading - good stuff. Thanks for that, and the kind words!

dragonayzer 2026-04-28 13:33

chrome_2026-04-28_15-50-35.png *EDIT: no idea why it doesn't display the "Game complete" image* *On that topic it would be cool to see the amount of deaths it took me to complete the game*

Overall I liked the game - visual and audio were made (and selected) pretty well.

At the same time while figuring what to do with the two zombies on second level (took me around 10 attempts) I noticed parry button didn't have a CD, so spamming parry would work about 90% of the time. That was the only real counter I found to these zombies moving one another into my face sadly.

The rest of the levels felt better in that regard, but I did have to spam parry one more time on the 3-HP whipper + 1-HP zombie + out-of-screen shooter floor.

The attack's hitbox not connecting while staying in the enemy also felt a bit weird, but probably to the better with on-touch hit mechanics.

One major issue I felt was not seeing fire on the floor below - felt punishing for not being able to look down on the level with "pick left or right pit".

Altogether I see the potential in the game and I think I would enjoy a longer version - with natural game jam issues fixed. Good job!

alex-de-la-cour 2026-04-29 20:14

@dragonayzer congrats on finishing! And good call on the death counter, that's definitely going in any update.

I indeed forgot to add a parry cooldown and that's something else that'll go in any update - my tactic on those two zombies was very quickly dash to one side and then only one zombie follows you, but then again I didn't make it known that they have a distance on their line of sight.

On the level with the fire pit drop downs there's actually a tutorial that flashes up on the screen before the first drop-through platform that tells you how to look up/down, similar to the other pop-ups in the previous levels, but maybe I didn't make that obvious enough.

Either way - thanks for playing, I appreciate the feedback. I'm glad you see potential, I'm inclined to agree and I'm actually working in my spare time on a proper demo for this because I had a ton of fun working on and playtesting it.

someone 2026-04-29 23:35

Nice platformer, it looks great and feels smooth. Unfortunately I didn't get past the second enemy. Has issues with the control mapping in my controller. I didn't like the trigger being jump. Also some of the help text was not appearing in the web build, I see a darkened box appear at the bottom of the screen with nothing on it.

automatonvx 2026-04-29 23:40

Nice.. feels very polished. Really nice pixl art, and fun character design. Interesting mechanic. I got as far as the level with the whip guy,zombie and projectile due all on one level before I rage quit. :grin: Feel like the level design could do with a bit of tweaking, the leap of faith drops where you can't see what's coming the first time never feel great, and some parts of some levels seem a bit redundant. and then just annoying to repeat to get to the challenge part. Also feels like there is bug with the collision with the attack hitbox, that I need ot move sometimes to get it to trigger properly. Anyway it's still great work for a jam. Well done.

alex-de-la-cour 2026-04-30 16:41

@someone cheers for playing anyway! Jump wasn't set to trigger, it was I think south button. I believe parry was set to trigger?

That's annoying about the web build issues. Were you playing on windows? I had someone have issues with the web build on a mac. Anyway - apologies for that!

alex-de-la-cour 2026-04-30 16:43

@automatonvx hey, thanks for the kind words and feedback! The leap of faith level tells you at the beginning how to look down, unless maybe the tutorials weren't showing up correctly? Someone above had that issue on the web build.

Anyway, don't worry about quitting at that point - that was the last level! I probably should have toned it down a bit, I struggled to complete that during playtesting but by that point my brain was pretty frazzled and I just needed to get something out!

automatonvx 2026-04-30 17:09

Ah yeah I think I saw the tutorial bug too. At some point there was some black text box at the bottom that felt like it should have had something in it :smirk: Glad to hear I saw all the levels at least 😁

chaseplays 2026-05-02 03:32

I beat it!!! That was not easy, but I'm proud I got to the end haha

This is easily one of the most polished and complete-feeling games I've played this jam. The controls, the parrying, the graphics, the sound (even if you took the sounds from somewhere else, you integrated them well). I had a really really good time with this one.

I think a lot of people are saying it's too punishing, and I do agree. The parry window could have definitely been longer (although you could've also made the cooldown longer for parrying again). But some of my bigger issues were actually just bugs. The biggest one is that sometimes I couldn't hit enemies after parrying them (basically forcing me to restart the level), but one of the biggest ones for me was that enemies could push other enemies into me. The two zombies in particular were rough - I'd stand, ready to parry, just to get killed by the second zombie pushing the first one. I think the roll timing could've also been slightly more forgiving too, just by giving the player ~200ms to roll once they touch fire before dying.

But none of that's to take away from how great of a job you did on everything else - if I look past the difficulty, I think this might have been the most traditionally fun game I've played this whole jam. Amazing work, and would love to see a post-jam version if you ever make one!

alex-de-la-cour 2026-05-03 11:03

Hey @chaseplays - wow! Thank you so much! That's some really amazing complements to receive and it means a lot.

I fully agree on all other aspects, both the criticisms and bug reports. I was definitely victim to spending too much time on the art and animations and not leaving myself enough time to bug fix and tweak/balance. And some of them are so easy to fix like spending literally 2 seconds removing collisions between enemies! But that's the curse of the game jam I suppose.

Either way - I'm glowing from hearing those kind words. Awesome.

jordantanner 2026-05-04 03:59

Hey Alex! As a massive fan of classic platformers, this one hits close to home. Great feeling character and the combat felt simple enough to get right away but still be challenging. Use of the signal to telgraph the enemy attack was a good use of theme and made for fun gameplay. Really loved the character sprites and animations as well. It was giving Celeste vibes as I would plummet into fire on a jump repeatedly in rapdid succession. Only nitpick might be that combat timing and overall dificulty could be polished a bit more. Overall, a fantastic and super fun entry, congrats man!

alex-de-la-cour 2026-05-04 09:52

@jordantanner thanks man! Appreciate the kind words! Was definitely inspired by Celeste, especially with the low res pixel art, I do feel quite bad about those flame drops - there's a tutorial about looking down at the beginning of that level but it looks like it's often not showing up on the browser build.

Strongly agree with those nitpicks. I really could have done with just that final 5-10% extra polish and playtesting but I majorly ran out of steam.

Thanks for playing!

mamboman 2026-05-04 12:57

cool game! First the controls felt a little clunky to me but after a couple of tries I got used to it. Very hard for me but I played neither with a controller nor am I very good at platformers. The graphics are so nice!

alex-de-la-cour 2026-05-05 14:58

@mamboman hey, thanks for playing, glad you liked the art!

Yeah, it was definitely designed with controller gameplay in mind, the keyboard controls were sort of crowbarred in in hindsight. I playtested in a bit with KBM and it definitely felt clunky too.

Cheers for playing though!

captain-awesome 2026-05-05 20:22

I had a lot of fun playing this! Despite playing on keyboard + mouse (I was too lazy to get a controller :smile: ). I loved the variety of platforming then the combat timing.

alex-de-la-cour 2026-05-06 13:18

@captain-awesome that's brave playing with a mouse and keyboard, even I struggled with that. But thanks for playing!

ao-85 2026-05-06 19:13

Your art is amazing (as always) and for me personaly that could the one thing why I want to get back to it :) But I am also very curious in the rest of the game and I wanted to drop the comment already since I think you did amazing job!

alex-de-la-cour 2026-05-07 19:03

@ao-85 thank you thank you! Really appreciate the kind words about my art, put far too much time into the art for this game (and probably didn't leave myself enough time for bug fixing and balancing!)

But thanks for playing!

holysparks 2026-05-08 21:18

Fun game overall, but taking collision damage even when enemies are not attacking is kind of cruel