Mindflayer & Me

Overall★★★★★★★★★★3.75
Fun★★★★★★★★★★3.50
Innovation★★★★★★★★★★3.50
Theme★★★★★★★★★★3.00
Humor★★★★★★★★★★3.00
Mood★★★★★★★★★★3.25
Title Screen.png

Mindflayer & Me


A hardened space mercenary finds themself trapped on a strange and hostile planet. They have no chance of escaping on their own, and so must rely on the assistance of a sinister Mindflayer. But the Mindflayer’s help doesn’t come for free, and it’s prices are steep...

Controls:

- A / Left Arrow - Move Left
- D / Right Arrow - Move Right
- W / Up Arrow / Space - Jump / Multi-Jump
- S / Down Arrow (in air) - *Must be unlocked.*
- Left Click & Hold - Shoot (at cursor)
- Shift - Dash

Note: We have discovered that player stats do not properly reset when the game ends. We advise restarting the game before attempting another run.

Design / Programming

- Jack Kuskoff
- Deon Chique
- Callan Syratt
- Nicholas Royal

Art

- ANSIMUZ (Warped Caves)

Music

- "Club Diver", "Furious Freak", "In a Heartbeat"
Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/​​

screenshot

Comments3

ROBOWARRIOR1982
ROBOWARRIOR198230 Apr 2019, 19:13
There are some interesting idea ! It really make a good metroid like ! I kill the boss with the dash it was fun !
superpokeunicorn
superpokeunicorn1 May 2019, 01:19
I thought the concept of this game was pretty interesting. I like how you have to pick and choose which abilities to lose. I also really like the final gun upgrade; it's really satisfying. I also like the spritework, but the way everything is kinda static and not animated doesn't look great. I'd also say that the level design was pretty bare bones, mostly just a bunch of platforms and enemies. I really like the surprise boss battle at the end, although I wound up dying durring the final cutscene after beating the boss and had to do it over again. That said, I really enjoyed playing this game. Nice work!
d00mf1sh3 May 2019, 05:30
A novel experience, for sure! I don't play a lot of jam games, but the way it wove the mechanics and story together was incredibly satisfying and I'd love to play a bigger game where these kinds of things could have more love. While the level design wasn't anything special, its easy to see why. Finding a way to make a fun level with a mechanic like this is hard enough when you have time, yet alone when working on a timer. I applaud the teams efforts! more levels when?
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