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(1 edit)

I love the concept. The scale of the golem is absolutely felt and I thought fall damage was a really funny and clever choice. I also thought the movement of the golem constantly changing the layout of the platforms was very cool. Having said that, the platforming felt really slippery a lot of the time. I think this was caused by a combination of really strict platforming and the movement of the player being slightly inconsistent and difficult to predict due to the movement of the golem. I think a way of zooming out or seeing how the golem is currently moving would help a lot with planning out your own moves, although I could see that detracting from the scale. Lastly, I found myself waiting for very long stretches of time for the golem to move into a position I could proceed in, becoming completely disengaged from the platforming. Overall, a lot of neat ideas I would like to see explored further along with improved platforming.

Thank you for playing, the clouds that pass over are designed to indicate the golems movement. In the future I'll keep in mind that the waiting time new level or redesign of this level