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I see, thank you for the feedback! I intended for the "launching sequence" to *actually* launch you into the level, but I couldn't fit that into the scope of the game. I'll try to make a smoother transition in my update! Also the shift key looking a lot like the up key is an intentional fakeout, I personally enjoy games that check both reaction time and for a correct symbol (like jungle speed or dobble) so I wanted to put some of that in there! Originally, the minigame was going to be much more devilish and randomly give fakout prompts (like an arrow on the space/shift key's rectangle background or vice versa, or a prompt that both has a symbol and text that reads an incorrect input)– so you were spared from that due to time constraints^^ I don't want to give up on that idea, but I think I'll keep it for much later, harder, areas of the game

(+1)

lmao, yeah if thw fake out was intentional, then I have no issue