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Yeah, I really struggled with the balance of this game, until the last moment. I didn't have enough time to iterate on the level design and it shows: I would've really liked to have more "unlockable shortcuts" to move quickly between checkpoints, but it only really manifested in a handful of places, once you obtain a powerup (like the block switching ability for the lab). Also I struggled with having extra health powerups in the early game, when you have very little abilities to gate them with. I'm not sure how I will improve it for a post-jam version, but I will certainly try, so thank you for playing and for the feedback ;)