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(+1)

It sucks that the jam build was borked! I’m sorry that happened to you.

I’m a big fan of the movement in this game. The death concept I’ve seen in a few games before and it’s well implemented here. I had a nice little “aha” moment after 15 seconds in the first room where you had to die to take advantage of the respawn location. It makes me wonder how this could be expanded further in the puzzle aspect. Maybe this game could have used a UI indicator for your jump trajectory as others have suggested, but I didn’t mind its absence. The biggest issue for me is that jump input wasn’t buffered, e.g. the slime would only charge up a jump if I pressed space after it had landed. That made the game feel quite awkward, especially when ascending multiple platforms in a row. Also, I found it counterintuitive that a vertical jump and angled jump were the same height.

Overall well done and well executed. Even if the entry gets disqualified you should be proud of what you’ve made here.