My 2019 Devtober demo, but now onto version 2.2 for the "Finish it" and "Improve My Game #9" Jams!

This is an ongoing project, and I'll probably keep entering jams like this until it is done!


  • [Arrow Keys] or [AWSD] to move, jump, and fall through platforms.
  • [Left Mouse] or [N] to Punch. Attack quickly for a 3 hit combo!
  • [Right Mouse] or [M] to perform special attacks.  If you are on the floor, you'll shoot a wave-blast. If you are holding [UP] or [W], you'll perform an upper cut. Both use energy.
  • Time a jump and upper-cut correctly for a height boost!

This game is a continuation of my "Weekly Game Jam" series. You can check out the rest of the games on my main page. As for Melody herself, here are the 3 previous games that she either appears or stars in:

First appearance:

First playable role:

Second playable role, and direct precursor to this Devtober project:

Development log


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Much more fun than the earlier version. I have more or less forgotten what it looked like though, but IIRC the attacks were punches and ranged attacks... the latter wasn't quite fun and in this newer version it's replaced with wave attack and uppercut. It seems indeed the newer attack fits the character way better.

That boss fight tho T_T

T'was very tough...

But I did it...


...or so I thought until I was slapped with the "end of demo 2.0" dialogue -- I kind of thought it would have a little bit more; esp. considering what you made in just two weeks a month ago XD


Thanks for checking out the update! Glad you were able to beat the boss. I'm getting mixed messages on that one, either too easy or too hard. I'll probably rework it a little for the next update.

I think I was actually a little more drained from the Magical Girl Jam then I realized. I did a lot of back-end work this time around, which has built out the framework,  but doesn't seem all that impressive when you play. That kind of work feels a bit less motivating, even though it's important.

Also, this project has a curse, whenever I pick it up, I suddenly get tons of freelance work! Not a bad thing actually, but seeing as I also work a 9-5, this really limits my extra time. (I STILL haven't been able to finish Magia Record ;-; )

Ah well, hope to see you back for V 3.0, when I find the time to make it! Haha.


Overall, the punch attack is my favorite. The shooting attack...not so much. Between the energy balls raining down on my head and my crow friends trying to peak my eyeballs, I was spam left clicking the whole time. Nevertheless, I love the concept of this. Maybe additional puzzles here and there can be added to spice up the gameplay.


Thanks for giving it a shot! Feedback has been unanimous... the ranged attack needs major reworking.

I've got a lot of ideas that I was unable to complete for Devtober, but I intend to continue work on this project! I've unfortunately (or fortunately I guess?) gotten loaded with freelance gigs that are taking all my spare time right now.

I'll probably update this demo when I have time, and make a brand new post for the completed game when I get there. Thank you for your feedback, and I hope you give it another shot when I finally get to finishing this! :)

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Personally I think the melee attack is nice; I really enjoy punching around with the character - but the same I can't say for the shooting attacks; it's almost useless. I  guess I understand the idea of nerfing shooting attacks (since in most games it's indeed the shooting attacks that are OP) - but you really did go overboard here XD. Maybe you can add ground enemies that can be more easily dealt with by shooting than punching?

Also it would be nice if in future additions there is a way to heal (healing item drops?) - I finished this barely alive. That is... unless you are planning to subject me to another Hollow Knight trauma... :P

Hey Ran, thanks for playing! I'll definitely be revisiting the ranged attacks; based on the current reception, it's clear they aren't fun, and that's no good.  Healing items are also a must. I just didn't get to them ;-;

I'm planning an item system, healing drops, or maybe both? We'll see! I keep planning too much, so maybe I'll cut the item system...

Thanks for the feedback, very helpful! I'll be updating this sometime in the not so distant future, I hope you'll give it another spin then!


I liked the melee attack chain, felt much more polished compared to the ranged attack. Also, this may have been unintended, but since the first attack in the chain moves you a bit, if you jump forward and then punch you go much further.

The ranged attack was kind of hard to use because you don't have any control over your jump height, and all the enemies (particularly the eyes) are off the ground. Visually, I think the larger ranged attack needs to be much larger -- it's kind of hard to differentiate between the small and large attack, especially because the projectiles move pretty quick.

I liked the crow enemies, but I think the eyes were hard to deal with. I couldn't tell if they were only hittable when the eye was open because there wasn't much visual feedback for them. I ended up skipping that whole room because I couldn't deal with them too well.


Glad you noticed the jump attack! That was actually intentional; not sure if it will stay or not, but it's one of the "hidden"(read: unfinished) features. Another is that you can dash if you double tap and hold in a direction. I wanted to pair that with the punch for a power-hit, but didn't get to it.

Your comments on the ranged attacks are very helpful. I did intend for them to be much weaker, but perhaps I went overboard. I wanted to encourage melee, but maybe a better way would be to increase both the damage/impact and in turn increase the power cost. Also, this project was way over-scoped for time I had... part of the intention was Castlevania style ranged weapon choices, so this would have been the worst of the lot. I still may add that system in the future.

The eyes/seals need a rework, your feedback has made that clear! I want the combat to be enjoyable, and they are not achieving that goal as it stands.

 Expect to see more of this in the not so distant future! Though I may dabble back into WGJs sometimes for variety. Thanks for taking the time to play, your feedback is always very helpful! I hope to see you around as the project continues. :)


Nice update :)

Definitely finding that the uppercut is just too good not to use for pretty much everything, especially the boss. I still find that due to the vertical placements of a lot of enemies, the ranged attack/ground punch are less effective. I did have a much easier time with the crows this time around and could actually land normal punches on them.

Not sure if I'm just blind, but I completely missed the actual boss the first time I tried it and wasn't sure what I was trying to kill. Once I actually saw him I was at pretty low health and had to retry. Once I realized what I was up against the strategy was pretty much just follow him with uppercuts, and then for the second form I just stood there and took it while normal punching. Might want to make that second form more dangerous, knock you back or something similar so the player can't just facetank it


Thanks for checking out the update! I agree that the uppercut is probably the most useful attack in this version. I do intend to have ground-type enemies in future levels, so once I get there I'll probably check the balance again.

Great feedback on the boss, thanks! Maybe the first phase needs a steady glow or some other call-out to draw attention. As for the mask phase, definitely needs a rework. It felt too hard at first... but I to discovered toward the end of the jams that just standing slamming attack was the most effective strategy.

All great things to work on for version 3.0, thanks for all the feedback! Now that a lot of the groundwork is in place, I'm hoping I can push a lot further next when I get to the next update. I hope to see you then! :)