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(1 edit) (+1)

Very fun and impressively polished, especially for a jam game. Music was great, visuals and color palette were simple, clear and effective, and controls were tight and felt great. The amount of juice on that dive bomb is awesome; I could spam that all day. Level design was pretty good as well; I really liked how the different paths in the levels interconnected. I had a ton of fun banging my head against the bonus levels. Very satisfying to beat.

This is also such a cool and unique take on the theme of growing. Great job really integrating the theme into every aspect of the gameplay.

I see a lot of comments asking for more checkpoints. From an accessibility standpoint, I think I agree, but from a personal perspective, I'm actually glad there weren't. For me, I think checkpoints would have trivialized a lot of the challenge, especially of the bonus levels. Half the fun was practicing and getting more consistent at the early parts of the levels so I could have more attempts at the end. And since the levels were fairly short and quick, repeating them really wasn't an issue. Perhaps a happy middle-ground would be to put checkpoint frequency behind some sort of difficulty options.

(+1)

Yeah, I hear a lot of the same feedback about checkpoints. I wanted dying and restarting the level to be as quick and painless as possible. I think intermediate checkpoints would have helped in that regard, but dying and trying again is definitely a big part of the game.

I’m glad it worked for you the way it is :)

Checkpoints as a difficulty option is a great idea. I hadn’t thought of that, but it seems like a perfect way to balance the challenge.