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(+1)

This is super cute!! I like the spin on the “You get only one [time unit here]”, it’s clever.

I thought one thing that was missing is some time limit to make it through the dungeon. Right now it’s all self-imposed, and I noticed the game got more fun when I tried to do a level in a time limit I would put on myself. I think without some extra limitations it feels a bit too much like it is just a regular platformer.

Also, control scheme! It might be just me, but when you switch from horizontal to vertical I was expecting “left-right” to still work, it took a while to get used to having to switch to up-down.

(+1)

We thought of having a time limit at first (like “1 minute to solve as much levels as possible”, but we dropped the idea for a speedrun approach. But yeah I agree, the gameplay becomes stale quickly; honestly we probably liked the idea because we could compete together for the best score! :P

(Btw the original vision was to implement a kind of daily challenge with an online leaderboard, but that was waaaay too ambitious for us in this time frame!)

Also great remark about the control scheme, I didn’t think of it but it does make sense. It sounds like a fun problem to tackle too!

Oh! And I forgot: thanks for showing your appreciation and your constructive feedback! ♥