Mindflayer & Me by HandsomeDragonGames

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/
| Windows | https://handsomedragongames.itch.io/mindflayer-and-me |
| Original URL | https://ldjam.com/events/ludum-dare/44/mindflayer-me |
Ratings
| Given | 0🗳️ | 0🗨️ |
Feedback
ROBOWARRIOR1982
30. Apr 2019 · 19:13 UTC
There are some interesting idea ! It really make a good metroid like ! I kill the boss with the dash it was fun !
superpokeunicorn
01. May 2019 · 01:19 UTC
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!
d00mf1sh
03. May 2019 · 05:30 UTC
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?