In its core, this is a standard precision platformer.
In its execution, though, it's an interesting game feel: the movement is fast, constant, and precise.
This at first felt underdesigned, but considering how many checkpoints there are and how the challenges are designed, it might be intentional. The game seems to be made with speedruns in mind, sometimes with alternate routes.
Similarly to that, the hitboxes are awfully unforgiving, both on the player and on the one-hit death spikes.
It is easy and frequent to get killed without actually touching the spikes. Though the checkpoints make this not frustrating, I still find this unacceptable design decision, considering how hard it is to make precise movement in this fast game.
That said, the level design is competent, has a nice natural learning curve, and works with all of the game's poor gameplay decisions.
The deal-breaker is the app design.
There is no menu. There is no save system. Even in a game this short, this is an oversight.
I have carpal tunnel syndrome and would like to take this game in short bursts, since it is a wrist killer.
I had to switch to keyboard half-way through, because an analog stick wouldn't cut it anymore, but the uncustomizable controls are in the main menu, so I had to alt+F4 and start the game all over.
It is a cool game, but obviously an early game dev attempt that feels crucially unfinished.
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